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Returning 35 results for 'martial score with only allies folk for light'.
Magic Items
Dungeon Master’s Guide
)
Topple
Adamantine Sickle
1d4 Slashing
Light
Nick
Adamantine Spear
1d6 Piercing
Thrown (Range 20/60), Versatile (1d8)
Sap
Martial Melee Weapons
Adamantine Battleaxe
1d8 Slashing
Name
Damage
Properties
Mastery
Simple Melee Weapons
Adamantine Club
1d4 Bludgeoning
Light
Slow
Adamantine Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20/60)
Nick
Monsters
Monster Manual
", "rollAction":"Draining Swipe", "rollDamageType":"Necrotic"} Necrotic damage, and the target’s Strength score decreases by 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe
"}. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe"} hours
Magic Items
Dungeon Master’s Guide
greater than that score.
This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.
Type of Giant
Strength
Rarity
Potion of Hill
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or
Magic Items
Dungeon Master’s Guide
, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
throws and can sense the location of any Invisible creature that is also in the Bright Light.
The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic
Magic Items
Dungeon Master’s Guide
summoned spirits attack you.
If you meet the requirement, they are Friendly to you and your allies and follow your commands.
1d100
Horn Type
Spirits
Requirement
01–40
Horn of
Medium armor
91–00
Horn of Valhalla (Iron);Iron
5
Proficiency with all Martial weapons
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
Spells
Player’s Handbook
cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Monsters
Waterdeep: Dungeon of the Mad Mage
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action
":"2d6+2","rollType":"damage","rollAction":"Strength Drain","rollDamageType":"necrotic"} necrotic damage, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll
Monsters
Quests from the Infinite Staircase
", "rollAction":"Deflect Missile"}.Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few
worldly possessions.
Tower Stewards
For centuries, the Tower of the Heavens has been stewarded by dutiful folk who practice two distinct traditions.
Monsters
The Wild Beyond the Witchlight
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action
, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target falls unconscious if this reduces its Strength to 0. Otherwise
Monsters
Waterdeep: Dungeon of the Mad Mage
Amorphous. The assassin can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the assassin can take the Hide action as a bonus action
damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"necrotic"} necrotic damage. Unless the target is immune to necrotic damage, the target’s Strength score is reduced by
Monsters
Baldur’s Gate: Descent into Avernus
":"piercing"} piercing damage when used with two hands to make a melee attack.
Voice of Command. The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can
immediately use its reaction to make one melee attack.Bane’s devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as
Magic Items
Storm King's Thunder
In the Year of the Icy Axe (123 DR), the frost giant lord Gurt fell to Uthgar Gardolfsson—leader of the folk who would become the Uthgardt—in a battle that marked the ascendance of
target is human.
The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.
As an action, you can cast a
Monsters
Spelljammer: Adventures in Space
room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and its associated ports, giff are most often encountered as spacefaring mercenaries. These troops are renowned for
their martial training and love of explosives and are typically armed with gleaming firearms.
Every aspect of these spacefaring giff’s society is organized along military lines. From birth until
Monsters
Storm King's Thunder
spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control weather (cast as 1 action), water breathingWhen King Hekaton disappears, Princess Serissa finds herself
thumb have abandoned her court and set out to impress the gods in ways that could all but destroy the civilizations of the small folk. Serissa fears warfare among the six giant races as they strive to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollDamageType":"piercing"} piercing damage on a failed save, or half as much damage on a successful one.It’s easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed
people. In Wildspace and the associated ports, giff are most often encountered as spacefaring mercenaries. These troops are renowned for their martial training, and love of explosives and are typically
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Both the space it leaves and its destination must be in dim light or darkness.
Spellcasting. The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save
DC 12):
At will: minor illusion, prestidigitation
1/day each: charm person, disguise self, silent imageIron shadows are hobgoblin martial artists who serve fey and mortal courts as secret police
Magic Items
Icewind Dale: Rime of the Frostmaiden
Crystal Properties
Intelligence Score
Range of Telepathy
Light Intensity
psi-crystal-int-3-7;3–7
15 feet
Dim light out to a range of 5 feet
psi-crystal-int-8-11;8–11
30 feet
inner light while you are attuned to it.
The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).
Psi
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} piercing damage, or 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Spear", "rollDamageType":"piercing"} piercing damage if used with two hands in melee.
Light Crossbow. Ranged
Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction
Monsters
Tasha’s Cauldron of Everything
Amorphous. The reflections can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the reflections can take the Hide action as a bonus
"} necrotic damage, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target dies if this reduces its Strength to 0. Otherwise
Monsters
Spelljammer: Adventures in Space
of giff shock trooper;giff shock troopers.
Giff
It’s easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and its associated ports, giff
are most often encountered as spacefaring mercenaries. These troops are renowned for their martial training and love of explosives and are typically armed with gleaming firearms.
Every aspect of these
Monsters
The Wild Beyond the Witchlight
":"to hit", "rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Club", "rollDamageType":"bludgeoning"} bludgeoning damage.
Light
Crossbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Light Crossbow"} to hit (the target gains no benefit from less than total cover), range 320 ft., one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
through the luminous waters of Faerie and the Material Plane, and they are faithful allies to any who battle the forces of gloom and brutality under the waves.
Dolphin delighters often accompany
long.Delightful Light (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Delightful Light"}. The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and
Monsters
Spelljammer: Adventures in Space
. Hit: 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Ray Gun","rollDamageType":"psychic"} psychic damage, and if the target is a Humanoid with an Intelligence score of 3 or higher, it
first spelljamming helm;spelljamming helms from dohwar merchants (see “Dohwar”). Subsequent visits to other Wildspace systems led to contact with a multitude of other folk. In the wake of
Monsters
Quests from the Infinite Staircase
"} radiant damage.
Starry Radiance (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Starry Radiance"}. Dazzling light bursts from the tower sage’s fingertips in a 15-foot
elder sage.
Tower sages are the only folk capable of reading the Books of Prophecy, an ancient set of tomes that hint at future events of grand significance.
Tower Stewards
For centuries, the Tower of the Heavens has been stewarded by dutiful folk who practice two distinct traditions.
Monsters
The Wild Beyond the Witchlight
Pack Tactics. The harengon has advantage on an attack roll against a creature if at least one of the harengon’s allies is within 5 feet of the creature and the ally isn’t incapacitated
best way to deal with harengon brigands is to outnumber them or give them a good kicking. They flee quickly when the tables are turned against them.
Harengons
Harengons are rabbit-folk native to the
Monsters
Quests from the Infinite Staircase
Pack Tactics. The vegepygmy has advantage on attack rolls against a creature if at least one of the vegepygmy’s allies is within 5 feet of the creature and the ally doesn’t have the
their master’s orders to hunt prey with deadly ferocity.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by
Monsters
Strixhaven: A Curriculum of Chaos
, cure wounds, daylight, mage armor
1/day each: hypnotic pattern, tonguesProfessors of radiance call up magic through spoken words and glyphs formed of magically shaped ink and light. The professors
channel radiance to illuminate their allies, bolstering them with encouragement and inspiring any who witness their orations. Professors of radiance can turn their words into potent assets in battle or
Monsters
Van Richten’s Guide to Ravenloft
Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a
folk fear that an overzealous inquisitor might be as great a monster as the fiends the inquisitors originally hunted.Blink Step. The inquisitor teleports up to 60 feet to an unoccupied space it can see.
Monsters
Spelljammer: Adventures in Space
);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Shortsword","rollDamageType":"piercing"} piercing damage.
Light Crossbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"piercing"} piercing
Spells
Forgotten Realms: Heroes of Faerûn
For the duration, moonlight fills a 20-foot Emanation originating from you with Dim Light. While in that area, you and your allies have Half Cover and Resistance to Cold, Lightning, and Radiant
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"bludgeoning"} bludgeoning damage.
Scintillating Shell (Recharges after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the snail’s next turn
. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition
Monsters
Ghosts of Saltmarsh
(spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Refrum has the following cleric spells prepared:
Cantrips (at will): light
bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused
battlefield is a boon to their allies and a threat to every foe around them.
Far from being cloistered academics, hobgoblin devastators are masters of the battlefield. In addition to tactical applications
Monsters
Spelljammer: Adventures in Space
(Psionics). The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: light, mage hand (the hand is
progenitors of githzerai. These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the followers of the Lich-Queen Vlaakith






