Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'makes see with only avoid form for longer'.
Equipment
An an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity
stick after the first increases the damage by 1d6 (to a maximum of 10d6) and the effect’s radius by 5 feet (to a maximum of 20 feet).
It takes 1 minute to rig dynamite with a longer fuse so it explodes after a longer period of time, such as 1 minute or 10 minutes.
Spells
Player’s Handbook
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the
Goliath
7
Halfling
8
Human
9
Orc
10
Tiefling
The reincarnated creature makes any choices that a species’ description offers, and the creature recalls its former
Monsters
Monster Manual
can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied
.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.Multiattack. The golem makes two Slam attacks
Magic Items
Dungeon Master’s Guide
you can see within 60 feet of yourself. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force
damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring’s charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself
Monsters
Monster Manual
1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no
creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if
Monsters
Monster Manual
be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special
telepathy.Multiattack. The sahuagin makes two Claw attacks.
Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1
Magic Items
Dungeon Master’s Guide
ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.
While wearing the cloak in an area of Dim Light or
Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.
Spells
Player’s Handbook
A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form
appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20
Spells
Player’s Handbook
restored to its non-Undead form.
The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.
This spell closes all wounds
Monsters
Monster Manual
Multiattack. The behir makes one Bite attack and uses Constrict.
Bite. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 19 (2d12 + 6
", "rollDamageType":"Lightning"} Lightning damage.
Constrict. Strength Saving Throw: DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6);{"diceNotation":"5d8+6
Spells
Player’s Handbook
time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or
fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.
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
Magic Items
Dungeon Master’s Guide
an even number) or tails (on an odd number). The roll also determines the effect:
Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a
failed save, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only.
Tails. You take 1d4 Psychic damage.
Magic Items
Dungeon Master’s Guide
creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when
Spells
Player’s Handbook
Choose any number of willing creatures that you can see within range. Each target shape-shifting;shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower
. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s
Monsters
Monster Manual
Incapacitated condition.Multiattack. The jackalwere makes two Rend or Slam attacks.
Rend (Jackal or Hybrid Form Only). Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
":"Rend"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Piercing"} Piercing damage.
Slam (Human or Hybrid Form Only). Melee Attack
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
You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits
’ animal form, such as wolves, serpents, or birds.
You have Advantage on Strength saving throws while you’re within 5 feet of the pack, and when you move on your turn, you can also move the
Monsters
Monster Manual
deals double damage to objects and structures.Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
Tentacle. Melee Attack Roll: +17;{"diceNotation":"1d20+17
Grappled by it to a space it can see within 60 feet of itself that isn’t in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination space. Failure: 18 (4d8
Monsters
Monster Manual
Multiattack. The necrohulk makes two Rotting Slam attacks.
Rotting Slam. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Rotting Slam"}, reach 10 ft. Hit: 9 (1d10
, each creature in a 20-foot-radius Sphere centered on a point the necrohulk can see within 60 feet. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Spore Bomb
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
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
Magic Items
Dungeon Master’s Guide
random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a
number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).
Spells. While holding the staff, you can cast one of the spells on the following table from it
Magic Items
Dungeon Master’s Guide
. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of
charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.
Magic Items
Dungeon Master’s Guide
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
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.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
Monsters
Monster Manual
be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special
telepathy.Multiattack. The sahuagin makes two Spectral Jaws attacks.
Spectral Jaws. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spectral Jaws"}, reach 5 ft. or range 120
Spells
Player’s Handbook
:
Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.
Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
Magic Items
Dungeon Master’s Guide
This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
Monsters
Monster Manual
be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special
telepathy.Multiattack. The sahuagin makes three Trident attacks.
Trident. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Trident"}, reach 5 ft. or range 20/60 ft. Hit: 13
Spells
Player’s Handbook
you can see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have
Magic Items
Dungeon Master’s Guide
This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of
15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15
Magic Items
Dungeon Master’s Guide
succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature
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
Monster Manual
Walker. The yochlol ignores movement restrictions caused by webs.Multiattack. The yochlol makes two Caustic Lash attacks, and it can use Spellcasting to cast Web or Dominate Person if available.
Caustic
spellcasting ability (spell save DC 15):
At Will: Detect Thoughts, Gaseous Form (self only), Web1/Day: Dominate PersonToxic Escape. Trigger: The yochlol is hit by an attack roll. Response: The yochlol
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell






