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Returning 35 results for 'matter starts with only act for for level'.
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Spells
Player’s Handbook
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone
component causes the other spell to fail.
Materials
Material
Duration
Vegetable matter
24 hours
Stone or crystal
12 hours
Precious metals
1 hour
Gems
10 minutes
Magic Items
Dungeon Master’s Guide
bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when
pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material
Monsters
Monster Manual
a Troll Limb. The limb acts immediately after the troll’s turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points
only if it starts its turn with 0 Hit Points and doesn’t regenerate.Multiattack. The troll makes three Rend attacks.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
Monsters
Monster Manual
Hells.
Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the
"}. The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire.Fire, PoisonCold
Magic Items
Dungeon Master’s Guide
last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the
cast a spell counts as a spell slot of one level higher.
Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in
Monsters
Monster Manual
salamander can see within 120 feet. Failure: 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Inferno Blast", "rollDamageType":"Fire"} Fire damage, and the target starts burning, taking 5
target gains 1 Exhaustion level whenever it takes this burning damage. Success: Half damage only.FireColdBlazing Movement. The salamander moves up to its Speed without provoking opportunity attack
Spells
Player’s Handbook
within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid
damage from otherworldly tentacles.
Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.
Spells
Player’s Handbook
. 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
slot’s level for the spell’s level in the stat block.
Construct Spirit
Medium Construct, Neutral
AC 13 + the spell’s level
HP 40 + 15 for each spell level above 4
Speed 30 ft
Spells
Player’s Handbook
), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you
successful save, the target isn’t Restrained by the spirit.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
Spells
Player’s Handbook
(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 slot’s level for the
spell’s level in the stat block.
Undead Spirit
Medium Undead, Neutral
AC 11 + the spell’s level
HP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3
Monsters
Monster Manual
Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in
":"recharge", "rollAction":"Hunger of Hadar"}. The vampire casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18).Legendary
Spells
Player’s Handbook
harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute
Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5
Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much
Monsters
Forgotten Realms: Adventures in Faerûn
start of its turn. If the beast takes Radiant damage or damage from a Critical Hit, this trait doesn’t function at the start of the beast’s next turn. The beast dies only if it starts its
glossy black with red fur around its jaws and claws as though stained by the blood it has spilled.
The beast of Malar has a muscular and unnatural appearance no matter its form; whether it resembles a
Species
Lorwyn: First Light
truly disguise themselves; rather, their transformations are purely surface level.
No matter their form, Lorwyn changelings keep their key traits: blue-green skin, tufts of tentacle-like fur, and bulbous
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Charisma score by 1, to a maximum of 30.
Fearless. You have Immunity to the
Frightened condition.
Flee, Fools! When a creature with the Frightened condition starts its turn within 60 feet of you, you can take a Reaction to stoke its terror, provided you can see the creature and it
Magic Items
Forgotten Realms: Adventures in Faerûn
Incapacitated condition. You can take a Magic action to disable or enable this aura. Any enemy that starts its turn in the aura must succeed on a DC 18 Wisdom saving throw or have the Frightened condition until
Shield
2
Hold Person
1
See Invisibility
1
Summon Dragon (level 9 version)
4
Dragon Transformation. If you swallow the orb, you transform into an adult chromatic dragon under the
Monsters
Astarion's Book of Hungers
vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in
"} Piercing damage plus 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Necrotic"} Necrotic damage and the creature loses its highest-level available spell slot
Monsters
Quests from the Infinite Staircase
points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its
saving throw or have the prone condition.Thorny hunters are bestial vegepygmies derived from the corpses of bears, dogs, and other quadrupedal Beasts. Thorny hunters act like bloodhounds, following
Skull Lord
Legacy
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Monsters
Mordenkainen’s Tome of Foes
makes saving throws with advantage, and that ally regains 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Master of the Grave"} hit points whenever it starts its turn there.
Evasion. If the
half damage if it fails.
Spellcasting. The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction
Cube of Force
Legacy
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Magic Items
Basic Rules (2014)
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an
long as the barrier remains.
Face
Charges
Effect
1
1
Gases, wind, and fog can't pass through the barrier.
2
2
Nonliving matter can't pass through the barrier. Walls, floors
Ring of X-ray Vision
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid
. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Creation
Legacy
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Spells
Basic Rules (2014)
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to
depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Material
Duration
Vegetable matter
1 day
Stone or crystal
12 hours
Monsters
Guildmasters’ Guide to Ravnica
Spellcasting. The firefist is a 9th-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit
with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): fire bolt, light, sacred flame, spare the dying
1st level (4 slots): guiding bolt, healing word, heroism, shield
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the
there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art hold less value there
Monsters
Quests from the Infinite Staircase
-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following
druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger
Monsters
Guildmasters’ Guide to Ravnica
Bolstering Presence. The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 (1d10);{"diceNotation":"1d10
16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The
Monsters
The Wild Beyond the Witchlight
act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate.
Immutable Form. The golem is immune to any spell or effect that would alter its
turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Unusual Nature. The golem doesn’t require air, food, drink, or sleep.Multiattack. The
Monsters
Quests from the Infinite Staircase
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
. While vegepygmies can sustain themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live
Monsters
Icewind Dale: Rime of the Frostmaiden
Spellcasting. The simulacrum is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to
hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (2 slots): detect magic, disguise self, magic
Monsters
Icewind Dale: Rime of the Frostmaiden
Spellcasting. Dzaan is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
Monsters
Out of the Abyss
Regeneration. The ixitxachitl regains 10 hit points at the start of its turn. The ixitxachitl dies only if it starts its turn with 0 hit points.
Spellcasting. The ixitxachitl is a 5th-level
following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st Level (4 slots): charm person, create or destroy water
2nd Level (3 slots): hold person, silence
3rd Level (2 slots
Monsters
Quests from the Infinite Staircase
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so long as the climate remains
Cloud of Daggers
Legacy
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Spells
Player’s Handbook (2014)
first time on a turn or starts its turn there.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Monsters
Tales from the Yawning Portal
Chameleon Skin. Kaarghaz has advantage on Dexterity (Stealth) checks made to hide.
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of Kaarghaz must succeed on a DC 12
Sensitivity. While in sunlight, Kaarghaz has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. Kaarghaz is a 4th-level spellcaster. His spellcasting






