Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'make switch with only above from for likes'.
Other Suggestions:
make stitch with only above from for like
make switch with only above from for like
make stitch with only above from for line
make switch with only above from for line
make stitch with only above from for loses
Chimera
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
(Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fire Breath"}. The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving
a vile combination of goat, lion, and dragon, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its fiery breath before landing to attack.
Mislead
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if
you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Project Image
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture
, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the
Monsters
Acquisitions Incorporated
a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8);{"diceNotation":"7d8","rollType":"damage","rollAction":"Fire Breath","rollDamageType":"fire"} fire
damage on a failed save, or half as much damage on a successful one.A chimera is a vile combination of goat, lion, and dragon, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its fiery breath before landing to attack.Poison, Psychic
Monsters
Misplaced Monsters: Volume One
cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, the creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Riptide Breath
Shapeshifting Dragon is a vegetarian who likes to hide in the brush near waterfalls, rivers, and lakes. Invisible while immersed in water, Seth is capable of great bursts of speed, and his breath
Monsters
Tyranny of Dragons
.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fire Breath"}. The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15
vile combination of goat, lion, and dragon, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its fiery breath before landing to attack
Telekinesis
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no
longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the
Monsters
Icewind Dale: Rime of the Frostmaiden
rest.Multiattack. The dragon uses its Malevolent Presence. It then makes three attacks: two with its claws and one with its tail. If the dragon isn’t flying, it can also make one attack with its
, move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn’t choose a target, the charmed creature can act normally on its turn.
Radiant
Monsters
Mordenkainen Presents: Monsters of the Multiverse
protect that creature. Great strength and a ferocious nature make gray renders fierce guardians, but they lack a shred of cunning.
Gray renders reproduce by forming nodules on their bodies that, on
creature
3
Likes to snuggle
4
Uproots and chews on trees
5
Has terrific and eye-watering flatulence
6
Brings offerings of meat to its bonded creature
7
Compulsively digs up the
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
smooth-skins is far greater.
Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and
so on.
Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk’s own safety. The most
Spells
Elemental Evil Player's Companion
use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.
Gusts. A wind picks up within
disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety
copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex’s Warp Creature. On a failed
target’s arms and legs switch places, preventing the target from moving unless it crawls.
51–55
The target’s arms become tentacles with fingers on the ends, increasing its reach by
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"cold"} cold damage at the start of each of its turns. At the end of each of its turns, the creature can make a DC 14 Charisma saving throw, escaping the prison on a success and
trained in the arcane tradition of evocation. She likes using her magic to destroy things, and her hunger for magic items knows no bounds. Her supreme confidence means that she never backs down from a
Monsters
Van Richten’s Guide to Ravenloft
additional 15 feet. It can switch between the options as an action.
Magic Resistance. The priest has advantage on saving throws against spells and other magical effects.
Rejuvenation. If the priest is
. In addition, as an action, the priest can use the slime to make itself look and feel like any creature that is Medium or Small, while retaining its game statistics. This transformation lasts for 8
Monsters
Fizban's Treasury of Dragons
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw
.
5
A clan of gnomes pays a young dragon turtle to serve as a mobile refueling platform for their fleet of steamboats.
6
A young dragon turtle likes to feast on giant crocodile;giant crocodiles' eggs.
Fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room, although he likes to use this
after a Short or Long Rest). As an action, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that
Monsters
Storm King's Thunder
","rollAction":"Fire Breath"}. Klauth exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6);{"diceNotation":"26d6","rollType":"damage","rollAction
; as Klauth is also known, likes to lie on a ledge high on one of the valley walls and survey his domain, descending occasionally to snatch up an animal or intruder. The walls around the valley
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. Using Different Speeds
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. Using Different Speeds
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it
gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it
gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
assistance with a successful DC 15 Dexterity check, Aisla gives that character a random trinket from chapter 2. Many students have ignored her requests for help during the orientation, she says, so she decides to make an exception with a gift from her own pockets. Plus, she likes the new students’ ambition.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves’ guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar
rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or
smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or
smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
instantly switch bodies (an unwilling creature can make a DC 18 Wisdom saving throw, causing the machine to fail on a successful saving throw). Each creature retains its personality and memories but
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rulership and move to the swamp’s edge to attack intruders detected in area 11a. If enemies close to melee range, the drow switch to melee weapons. If one drow elite warrior falls in battle, the
melee weapon attack is knocked unconscious. Characters captured by the drow are brought before the nagas in area 15. If and when the charmed condition on them ends, Dirzanna and Arachnafein make their way to House Freth’s base on level 12.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that can be created with the spell. Halaster has spent lifetimes studying elder runes, inventing new ones, and harnessing their volatile magic. He likes to place them throughout Undermountain as
effect activates, the elder rune disappears and the spell ends. A creature doesn’t make a saving throw against an elder rune’s boon effect. Saving throws made to resist the bane effect of Halaster’s elder rune have a spell save DC of 22.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
translates as “axe,” a name given to a lizardfolk warrior who defeated an orc and claimed his foe’s weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called
Achuak, which means “green” to describe how she blends into the foliage. Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
waves, each increasing in difficulty. If the characters aren’t sufficiently challenged by a particular wave, add more monsters to that part of the fight in the form of late reinforcements to help make
the door into area 4. If they cannot break down the door within 3 rounds, any survivors of the characters’ defensive efforts switch their attention to the door that leads into area 21. Wave 2 Five
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and moves and acts as it likes. Falling Off If an effect is about to move your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the
Prone condition (see the Rules Glossary) in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you’re knocked Prone or the mount is.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
might allow fugitive characters to forge alliances with NPCs who can help clear their names. If the threat of arrest becomes tedious, you can switch to the second approach, which is to merely inform the
characters have no control over the situation. (This sense of helplessness has the virtue of being realistic, if not fun.) To mitigate this drawback, you might allow characters to make ability checks to






