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Returning 35 results for 'master some with only around feet for live'.
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monster some with only around feet for level
manner some with only around feet for level
matter some with only around feet for level
masses some with only around feet for level
Species
Player’s Handbook
big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.
Gnome Traits
Creature Type: HumanoidSize: Small (about 3–4 feet tall)Speed: 30 feet
Species
Player’s Handbook
live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.
Halfling Traits
Creature Type: HumanoidSize: Small (about 2–3 feet tall)Speed: 30 feet
child—helps them pass through crowds unnoticed and slip through tight spaces.
Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied &ldquo
Backgrounds
Player’s Handbook
, Navigator's Tools, Rope, Traveler's Clothes, 20 GP; or (B) 50 GP
You lived as a seafarer, wind at your back and decks swaying beneath your feet. You’ve perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.
Magic Items
Dungeon Master’s Guide
This wand has 3 charges. While holding it, you can take a Magic action to expend 1 charge and create orchestral music by waving it around. The music can be heard out to 120 feet and ends when you
Magic Items
Dungeon Master’s Guide
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
Species
Player’s Handbook
, including worlds in the Material Plane.
Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need
the Kagonesti and the Tairnadal are wood elves of the Dragonlance and Eberron settings, respectively.
Elf Traits
Creature Type: HumanoidSize: Medium (about 5–6 feet tall)Speed: 30 feet
Equipment
As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
Spells
Player’s Handbook
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or
Species
Player’s Handbook
to bring light, healing, and heavenly fury.
Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their
aasimar learns to reveal their full celestial nature.
Aasimar Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Spells
Player’s Handbook
you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range
Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid
Magic Items
Dungeon Master’s Guide
Initiative rolls.
Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.
Aquatic Command. Wave has 3 charges and
Neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and Darkvision out to 120 feet.
The weapon communicates telepathically with its wielder and speaks
Monsters
Monster Manual
turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Monsters
Monster Manual
turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Spells
Player’s Handbook
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of
Magic Items
Dungeon Master’s Guide
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
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
Monsters
Spelljammer: Adventures in Space
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
spelljamming ships or ride around on space guppy;space guppies. Using its Magical Gift ability, a chwinga astronaut can bestow one of the following charms in place of those described in the Dungeon Master
Monsters
Dragons of Stormwreck Isle
with one another while they are within 30 feet of each other. The effect lasts for 1 hour.Myconids are intelligent, mobile fungi that live in caves, seek enlightenment, and dislike violence.
Myconid
Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
carrying, teleports to an unoccupied space within 30 feet that he can see.Said to be older than the trees themselves, the Forest Master is a wise and powerful unicorn who rules over the creatures of
Darken Wood in Krynn. The ancient being’s body is wreathed in protective briars, and moonlight dances around the unicorn’s horn. Those who threaten the Forest Master’s lands find
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
. The gadabout enters the space of a willing Medium or Small creature within 5 feet of itself and gently wraps its branches around the target. The target is grappled (escape DC 0). Any attempt by the
Air Envelope. If it has at least 1 hit point, the gadabout can generate an air envelope around itself when in a vacuum. This air envelope can sustain the gadabout and one other creature in its space
Monsters
Mordenkainen Presents: Monsters of the Multiverse
master is killed, the hounds seek out a new master, typically an evil vampire, necromancer wizard;necromancer, or hag.
A yeth hound stands about 5 feet tall at the shoulder and weighs around 400 pounds
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
live in the water around the Purple Rocks, such as merfolk or merrow (both of which appear in the Monster Manual), or even sea elves.
recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections
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
Tales from the Yawning Portal
White Plume Mountain might discover a group of these creatures confined in a watery cage.
These large marine mammals live along coastal regions and around islands at sea. One sea lion is kept in a cell in the lowest reaches of the sahuagin fortress in The Final Enemy.
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
Monsters
Tales from the Yawning Portal
Corrosive Form. A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Form
30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the
Monsters
Bigby Presents: Glory of the Giants
creates gullies where its tail drags along the ground. Clouds often seem to gather around its head, which can reach as high as 150 feet off the ground.
Dinosaurs
When Annam’s children first
);{"diceNotation":"8d8+9", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target is pushed up to 20 feet horizontally from the altisaur.The altisaur is a
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
per turn.
Entangling Growth. Immediately after a creature the hart can see within 120 feet of itself hits it with an attack roll, the hart reduces the damage to itself by half. The attacker must
immediately make a DC 16 Strength saving throw as beanstalks coil around it in its space. On a failed save, the creature has the grappled condition (escape DC 16) and has the restrained condition as long
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Hours"} hours, with all its hit points. The new body
appears within 1 mile of the boneclaw’s master.
Unusual Nature. The boneclaw doesn’t require air, food, drink, or sleep.Multiattack. The boneclaw makes two Piercing Claw attacks.
Piercing
Magic Items
Ghosts of Saltmarsh
This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide).
Monsters
Mordenkainen Presents: Monsters of the Multiverse
DC 12):
At will: druidcraft, guidance
2/day each: cure wounds, hold person, speak with animals, thunderwaveMany tortles view the world as a place of wonder. They live for the chance to hear a soft
around them.
Tortles
Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for
Monsters
Guildmasters’ Guide to Ravnica
Aura of Blood Lust. When any other creature starts its turn within 30 feet of the master, that creature must succeed on a DC 17 Wisdom saving throw, or it must immediately take the Attack action
on the Crowd. Whenever a creature within 60 feet of the master dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of
Monsters
Spelljammer: Adventures in Space
boss around smaller, weaker creatures can easily end up in positions of power, surrounded by loyal underlings, sycophants, and would-be usurpers. A plasmoid boss might be the master of a guild, the
","rollAction":"Pseudopod"} to hit (with advantage if the plasmoid has one or more allies within 10 feet of itself), reach 10 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage
Monsters
Ghosts of Saltmarsh
":"cold"} cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Cold Aura
Bound Together. The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
magical eye rays at random (roll two d4s;{"diceNotation":"1d4","rollType":"roll","rollAction":"Eye Rays"}, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1: Dazing
creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that






