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Returning 35 results for 'match strong with only allows face for long'.
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much strong with only allies fire for long
much strong with only allies force for long
much stone with only allies fire for long
much stone with only allies force for long
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Spells
Player’s Handbook
moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).
For the duration, as long as you are on the same plane of existence as the
destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
Species
Player’s Handbook
, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in
ancestors’ great travels and travails. Inspired by those tales, many of those orcs wonder when Gruumsh will call on them to match the heroic deeds of old and if they will prove worthy of his favor
Magic Items
Dungeon Master’s Guide
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
Spells
Player’s Handbook
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet
Magic Items
Dungeon Master’s Guide
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can
hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelin;Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows
Magic Items
Dungeon Master’s Guide
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is
Magic Items
Dungeon Master’s Guide
) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.
In certain forms, the weapon has the following additional properties
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Equipment
The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are
strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (100 gp) — few though ever have the opportunity to purchase
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book
Magic Items
Dungeon Master’s Guide
toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its
. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
attacks can’t pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).
3
Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as
Monsters
Tales from the Yawning Portal
chief of the Durbuluk tribe of goblins.
Durnn can't surrender for fear of losing face. He won't give up if the opposition includes kobolds. Otherwise, he might call for parley if doing so allows him to
avoid death. But he must still look strong while negotiating, so he's unwilling to capitulate in an arrangement that makes him look weak.
Monsters
Icewind Dale: Rime of the Frostmaiden
in battle. The strain of his long years of rule is etched on his weather-worn face.
Jarund's late son, Jarund Twice-Born, was killed almost a decade ago while trying to bring down a cave bear, leaving
strengthen the bond between them. Mjenir believes that the only way to break Auril's spell is to slay the goddess in her home, but Jarund believes that his warriors aren't strong enough to accomplish that task alone.
Monsters
Thieves’ Gallery
forsworn his oath and turned to thievery to support his family. Edgin’s strong moral compass compels him to steal only from people he believes deserve to lose both coin and face.
Edgin’s
face the music. He now seeks to make amends to those he’s wronged and to confront those who have wronged him.
Monsters
Fizban's Treasury of Dragons
gold coins. They feed on tiny mites that infest a dragon’s scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also produce a glittering
metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as they move about the
Magic Items
The Book of Many Things
place on a vertical surface up to 5 feet thick and which allows you to look through the surface
9 ♦️
Manacles
10 ♦️
Ten sheets of Parchment (one sheet);parchment
3 &hearts
pole
6 ♠️
Burlap sack
7 ♠️
Two sets of Clothes, Fine;fine clothes
8 ♠️
Shovel
9 ♠️
Light hammer
10 ♠️
Ten arrows
The face of
Magic Items
Waterdeep: Dragon Heist
’s Helm. This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically
altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type
Monsters
Guildmasters’ Guide to Ravnica
. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be surprised, as a result of
Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a
Monsters
Guildmasters’ Guide to Ravnica
speed.
4
Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be
Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
Pole of Collapsing
Legacy
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Magic Items
Xanathar's Guide to Everything
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You
can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Magic Items
The Book of Many Things
This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents.
You have a +2 bonus to attack and damage rolls made with this magic weapon
Male Steeder
Legacy
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Monsters
Out of the Abyss
Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Extraordinary Leap. The distance of the steeder's long jumps is
tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Soulblade", "rollDamageType":"force"} force damage while under the effect of Enlarge.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns
invisible with it.Soulblades are duergar combatants whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes.
Duergar
Duergar are dwarves of the deep
Monsters
Guildmasters’ Guide to Ravnica
speed.
4
Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be
(Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(green).
Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all
unworthy of their status and are desperate to prove themselves deserving of it. But they also have the ability to rally in the face of certain death, inspiring others to follow them into battle.
Monsters
The Wild Beyond the Witchlight
Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType
with these weapons. In addition, they can attack a target as far away as their weapons’ maximum range without needing to apply the usual penalty for attacking at long range. After a sniper makes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.
Spider Climb. The steeder can
begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.
Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.
Monsters
Bigby Presents: Glory of the Giants
Burst", "rollDamageType":"fire"} fire damage. The cloud lasts for 1 minute or until it is dispersed by strong wind.Multiattack. The cinder hulk makes two Slam attacks.
Slam. Melee Weapon Attack: +8
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Wave of Cinders"}. The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make
Female Steeder
Legacy
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Monsters
Out of the Abyss
Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Extraordinary Leap. The distance of the steeder's long jumps is
tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach
Monsters
Fizban's Treasury of Dragons
perfectly among piles of gold coins. They feed on tiny mites that infest a dragon’s scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also
produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
long ago, the garrison at Redtooth Keep turned away a group of travelers seeking shelter. Before departing, one of the travelers was revealed to be a powerful witch and cursed the elves, declaring that
their bodies would forever transform to match their hearts’ selfish and bestial natures.
“My people are both bloom and thorn. Our ferocious impulses are as much a part of us as our
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.
Spider Climb. The steeder can
begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.
Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Skabatha is immune to any effect that would age her, and she can’t die from old age.
Forgetfulness. The first creature that Skabatha sees after she finishes a long rest is
invisible to her. She can’t remember seeing the creature or perceive it using her truesight until the end of her next long rest.Multiattack. Skabatha makes two Claw attacks.
Claw. Melee Weapon
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful
things are true, even in the face of overwhelming evidence to the contrary.”
81–00
“My perception of reality doesn’t match anyone else’s. It makes me prone to






