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Returning 35 results for 'master serve with once advances fire for like'.
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Monsters
Monster Manual
Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 10-foot Emanation originating from the salamander takes 10 (3d6);{"diceNotation
":"3d6", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.
Magic Resistance. The salamander has Advantage on saving throws against spells and other magical
Spells
Player’s Handbook
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cube;Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each
creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Spells
Player’s Handbook
imperceptible.
Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm.
You can create any floor plan you like for the dwelling, but it
can’t exceed 50 contiguous 10-foot Cube;Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings
Spells
Player’s Handbook
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like
that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a
Spells
Player’s Handbook
Prismatic Rays table.
Prismatic Rays
1d8
Ray
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save
of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
25–27
Druid
28–30
Erinyes
31–33
Ettin
34–36
Fire Giant
37–39
Frost Giant
40–42
Gnoll Warrior
43–45
Goblin Warrior
46
Spells
Player’s Handbook
violet layer.
Prismatic Layers
Order
Effects
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass
damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.
6
Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the
Magic Items
Dungeon Master’s Guide
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Species
Player’s Handbook
goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse—unencumbered by the internecine
Classes
Player’s Handbook
power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given
15
4
5
20
+6
Eldritch Master
10
4
15
4
5
Warlock Class Features
As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.
Magic Items
Dungeon Master’s Guide
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
Classes
Player’s Handbook
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
used across the multiverse.
The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or
Classes
Player’s Handbook
of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow
talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.
Becoming a Sorcerer...
As a
Monsters
Forgotten Realms: Adventures in Faerûn
a weapon. Response: The nimblewright adds 2 to its AC against that attack, potentially causing it to miss.Watchful sentries that patrol important sites, nimblewright guards serve as loyal soldiers or
dexterous for creations made of animated wood and metal. A nimblewright walks with a flowing grace and fights with whirling pirouettes.
Nimblewrights can serve as interesting background flavor in Calimshan
Magic Items
Forgotten Realms: Adventures in Faerûn
away.
The Orb of Damara is about 6 inches in diameter and is made of a glassy, iridescent material that's like obsidian but incredibly hard. If held to one's own lips with the intention of consuming
Cone. When you do, choose Acid, Cold, Fire, Lightning, or Poison. Each creature in the Cone makes a DC 18 Dexterity saving throw, taking 6d6;{"diceNotation":"6d6", "rollType":"roll", "rollAction
Monsters
Netheril’s Fall
.
Searing Swipe. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Searing Swipe"}, reach 10 ft. Hit: 13 (3d6 + 3) Fire;{"diceNotation":"3d6+3", "rollType":"damage
", "rollAction":"Searing Swipe (Fire)", "rollDamageType":"Fire"} or Lightning;{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Searing Swipe (Lightning)", "rollDamageType":"Lightning"} damage (eddy
Magic Items
Forgotten Realms: Adventures in Faerûn
attuned to the crystal, you are unaffected by the aura, and you can take a Magic action to disable or enable the aura.
Healing/Damage Rays. While holding the crystal, you can take a Magic action to fire
until the next dawn.
Random Properties. The Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
1 minor beneficial property
1 major beneficial
Monsters
Forgotten Realms: Adventures in Faerûn
whirling pirouettes.
Nimblewrights can serve as interesting background flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for
haughty dignitary.
2
Scouting an area for a pending assassination.
3
Seeking a thief that has stolen one of the nimblewright’s cogs.
4
Working to put out a fire before it
Monsters
Forgotten Realms: Adventures in Faerûn
surprisingly dexterous for creations made of animated wood and metal. A nimblewright walks with a flowing grace and fights with whirling pirouettes.
Nimblewrights can serve as interesting background
assassination.
3
Seeking a thief that has stolen one of the nimblewright’s cogs.
4
Working to put out a fire before it spreads.
5
Detaining a prisoner who claims innocence.
6
Species
Lorwyn: First Light
Boggarts are Small, squat goblinoids found in the realm of Lorwyn-Shadowmoor. They possess bestial physical features, including horns and animal- like snouts. Beyond these commonalities, boggart
appearances vary widely. One boggart may look like a hedgehog, with spiky fur and beady eyes, while another might sport the snout and fleshy ears of a swine. Boggarts tend to love crafting potions and
Monsters
Astarion's Book of Hungers
":"Hellfire Claw", "rollDamageType":"Slashing"} Slashing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Hellfire Claw", "rollDamageType":"Fire"} Fire damage. If the target
serve the vampire’s will. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.
Drained Essence. Grasping shadows within 1 mile of the lair
Monsters
Mythic Odysseys of Theros
created expressly to be familiars. Such creatures have the following trait.
Familiar. The anvilwrought can serve another creature as a familiar, forming a magical, telepathic bond with its willing master
. While the two are bonded, the master can sense what the anvilwrought senses, as long as they are within 1 mile of each other.
Fire, Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master’s lair for vermin to kill and lone creatures to harass.
A gazer can’t
kill.
Gazer (Familiar Variant);Variant: Gazer Familiar
Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power. Unless its master is
Classes
Xanathar's Guide to Everything
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded
eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master’s lair for vermin to kill and lone creatures to harass.
A gazer can
Monsters
Mythic Odysseys of Theros
"} to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Ram","rollDamageType":"bludgeoning"} bludgeoning damage.
Fire Breath (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fire Breath"}. The sentinel exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8
Imp (Familiar Variant)
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Monsters
Monster Manual (2014)
serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other
. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.Granted by mighty Fey to individuals who please them, yeth hounds serve their masters like
Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
appearing before that individual to receive orders and other times simply seeking to fulfill its master’s desires.
A boneclaw can serve only an evil creature. If its master finds redemption or
re-forms within hours.
In service to its master, a boneclaw delights in causing horrific pain. It lurks like a spider in shadowy recesses, waiting for victims to approach within reach of its long
Quasit (familiar variant)
Legacy
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Monsters
Monster Manual (2014)
.
Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.
Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its
willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollType":"damage","rollAction":"Chromatic Bolt","rollDamageType":"acid"}, cold;{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Chromatic Bolt","rollDamageType":"cold"}, fire;{"diceNotation":"2d6
+2","rollType":"damage","rollAction":"Chromatic Bolt","rollDamageType":"fire"}, lightning;{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Chromatic Bolt","rollDamageType":"lightning
Classes
Xanathar's Guide to Everything
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken
Magnificent Mansion
Legacy
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Spells
Basic Rules (2014)
closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the
space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100
Monsters
Adventure Atlas: The Mortuary
skitter along steep inclines, walls, and ceilings, and the coffin’s spacious interior bristles with retractable spikes. Like their inanimate counterparts, animated coffins range from plain wooden
boxes with simple fittings to elaborate, gilded sarcophagi and reverent, fabric-lined caskets.
Beyond the City of Doors, animated coffins serve similar—albeit less industrial—roles
Monsters
Fizban's Treasury of Dragons
Immutable Form. The warbler is immune to any spell or effect that would alter its form.
Telepathic Bond. While the warbler is on the same plane of existence as its master, it can magically convey
what it senses to its master, and the two can communicate telepathically with each other.Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5






