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Returning 35 results for 'mechanical spider with only action from for link'.
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Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
Spells
Player’s Handbook
existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Spells
Player’s Handbook
existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Monsters
Monster Manual
. The chasme has Advantage on saving throws against spells and other magical effects.
Spider Climb. The chasme can climb difficult surfaces, including along ceilings, without needing to make an
succeeds automatically after 10 minutes or if it takes damage or a creature within 5 feet of it takes an action to empty a flask of Holy Water on it. Success: The target is immune to this chasme’s Drone for 24 hours.
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you
Spells
Player’s Handbook
existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Monsters
Monster Manual
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The
damage taken, and the vampire regains Hit Points equal to that amount.NecroticDeathless Agility. The vampire takes the Dash or Disengage action.
Monsters
Monster Manual
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
Monsters
Forgotten Realms: Heroes of Faerûn
Dodge action and uses its movement to avoid danger. The domestic wonder is destroyed if it drops to 0 Hit Points.
Mechanical Wonders
Mechanical Wonder;Mechanical Wonders have revolutionized life
Mechanical Determination. If damage reduces the wonder to 0 Hit Points, it makes a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Lightning or from a Critical Hit
Magic Items
Forgotten Realms: Heroes of Faerûn
Mechanical Wonder;Mechanical Wonders have revolutionized life in Calimport. Imagine a wound-up machine that does your laundry, washes your dishes, and cleans your house—then fulfill this dream
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonder is destroyed if it drops to 0 Hit Points.
Magic Items
Forgotten Realms: Adventures in Faerûn
Utilize action each turn.
Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder's description below.
Domestic Wonder (Uncommon). This bipedal wonder is designed to
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
Magic Items
Forgotten Realms: Heroes of Faerûn
Utilize action each turn.
Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder’s description below.
Domestic Wonder (Uncommon). This bipedal wonder is
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
Monsters
Forgotten Realms: Adventures in Faerûn
way. The target wakes up if it takes damage or if a creature within 5 feet of it takes an action to wake it.
Spellcasting. The drow casts one of the following spells, requiring no Material components
Spider Queen.
Drow of Lolth
Throughout the vast Underdark, in cities such as Menzoberranzan, many drow worship Lolth, the Spider Queen. Exiled from the surface world millennia ago, these drow now
Feats
Forgotten Realms: Heroes of Faerûn
spell on a failed save or half as much damage on a successful one.
3-7
You and the triggering spell’s caster form a Telepathy;telepathic link for 1 hour.
8-10
Gravity is reversed in a
flame, takes 1d4 Fire damage, and is burning.
20
The triggering spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link
the saving throw at the end of each of its turns, ending the effect on itself on a success.
Psychic Link. The elder brain targets one incapacitated creature it can perceive with its Creature Sense
Monsters
Fizban's Treasury of Dragons
Spider Climb. The gem stalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The gem stalker doesn’t require food or
(2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.Protective Link. When another creature the gem stalker can see within 30 feet
Monsters
Phandelver and Below: The Shattered Obelisk
can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 17 Charisma check. If the target breaks
Link. The brain breaker targets one creature with the incapacitated condition that the brain breaker senses with its Creature Sense trait and establishes a psychic link with the target. Until the link
Monsters
Phandelver and Below: The Shattered Obelisk
no longer has the incapacitated condition, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so
the elder brain that fuels Illithinoch’s mind flayers.Psychic Link. The elder brain targets one creature with the incapacitated condition that the elder brain senses with its Creature Sense trait
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes
1/day each: dominate monster, plane shift (self only)The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end
Ulitharid
Legacy
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Monsters
Volo's Guide to Monsters
ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).
Innate Spellcasting (Psionics). The ulitharid’s innate spellcasting ability
in this manner.
Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects.
Psionic Hub. If an elder brain establishes a psychic link with the ulitharid
Giant Insect
Legacy
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Spells
Basic Rules (2014)
spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has
the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss
Phase Spider
Legacy
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Monsters
Basic Rules (2014)
Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webbing.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
Giant Spider
Legacy
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Monsters
Basic Rules (2014)
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
Dominate Monster
Legacy
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Spells
Basic Rules (2014)
telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that
fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).Tentacles. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
in this manner.
Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects.
Psionic Hub. If an elder brain establishes a psychic link with the ulitharid
Yochlol (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment
.
Spider Climb. The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Innate Spellcasting. The yochlol’s spellcasting ability is
Monsters
Planescape: Adventures in the Multiverse
material components and using Intelligence as the spellcasting ability (spell save DC 15):
At will: detect magic, dispel magic, mending (as an action)
1/day each: plane shift (self only), protection from
have wormlike bodies studded with nine mechanical arms.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron
Monsters
Planescape: Adventures in the Multiverse
octon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):
At will: detect magic, dispel magic, mending (as an action
hierarchs, such as productivity reports to septon modron;septons and diagnostic data to decaton modron;decatons. Octons have eight mechanical tentacles which they use to manipulate objects and defend
Monsters
Out of the Abyss
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Second Head. Because of its two heads, the Spider King has
Monsters
Storm King's Thunder
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Cold Aura. Any creature that starts its turn within 5 feet of
Monsters
Out of the Abyss
Immutable Form. The Jade Spider is immune to any spell or effect that would alter its form.
Magic Resistance. The Jade Spider has advantage on saving throws against spells and other magical effects
.
Magic Weapons. The Jade Spider's weapon attacks are magical.Multiattack. The Jade Spider makes two slam attacks.
Slam. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit
Magic Items
Wayfinder's Guide to Eberron
These rings come in linked pairs. If you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature
suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn’t limited by range. A creature cannot be attuned to more than one ring of shared suffering.
Conjure Animals
Legacy
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Spells
Basic Rules (2014)
turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no
Creature Name
0
Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture
Monsters
The Book of Many Things
, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb
and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end
Monsters
The Book of Many Things
Ruinous Acid. Any nonmagical weapon that hits the spider corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5
, the weapon is destroyed. Nonmagical ammunition made of metal that hits the spider is destroyed after dealing damage.
Spider Climb. The spider can climb difficult surfaces, including upside down on






