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Returning 35 results for 'mental spaces with only across form for long'.
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metal space with only across form for long
mentally space with only across form for long
manual space with only across form for long
mental space with only across form for long
metals space with only across form for long
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mental Stress Effects When a character is subjected to an effect that causes intense mental stress, Psychic damage is the best way to emulate that effect. The Sample Mental Stress Effects table
provides a few examples of such effects, with suggested saving throw DCs and damage. Mental stress can usually be resisted with a successful Wisdom save, but sometimes an Intelligence or Charisma save is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Rites Physical and mental discipline are important virtues of the Path of Light. Martial arts and guided meditation become a form of devotion and prayer. A kalashtar priest conducts services
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its
reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than
the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Grand Vestibule Blood. Blood leaks down the walls and across the decor of this once grand hall.
Pillars. Four stone pillars buttress the 30-foot-high vaulted ceiling. The middle third of each
-long, 20-foot-high curtain of black dragon scales hangs from an iron rod bolted to the west wall. (The scales have become brittle with age and are not valuable.)
Hanging Horn. Suspended from the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mental Prison 6th-level illusion Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 minute You attempt to bind a creature within an illusory cell that only it
the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the shadow of a high-walled citadel called Exaltation. EXTRADIMENSIONAL SPACES
Candlekeep has invisible doorways to dozens of permanent extradimensional spaces, some as small as a room at an inn and
others as large as the space created by a demiplane or Mordenkainen’s magnificent mansion spell. The Avowed try to keep track of all the extradimensional spaces in Candlekeep, but a few forgotten
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
with all their hit points, materializing in unoccupied spaces within the city. Characters whose souls are released from the void are deposited in area S9, as is King Jhaeros (lawful good, human archmage
from captivity in area S9 and is restored to his true form at full health. The Hounds Are Restored. The hell hounds Cinnabar and Sol transform back into friendly mastiffs. If Jhaeros’s heart dies or if
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Orb of the Stein Rune Wondrous item, rare (requires attunement) This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins
that run across the surface. The orb has the following properties, which work only while it’s on your person. Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the detect thoughts spell with it. Once you cast shield or detect thoughts with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those
this race). None of these spells require spell components when you cast them with this trait. Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
dohwar’s life, often in response to the dohwar experiencing an overwhelming emotion. Instead of wings, it has arms and tiny hands. Dohwars prefer to communicate through a form of telepathy they call
merging, in which two dohwars stay in mental contact while both are telepathically linked with a third creature. Dohwar
Small Fey, Any Alignment
Armor Class 11
Hit Points 10 (3d6)
Speed 20 ft
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
sections that follow. Chimneys The conservatory’s chimneys haven’t been cleaned in a long time. A Small character can try to squeeze up or down one, doing so with a successful DC 15 Dexterity
with a successful DC 18 Strength (Athletics) check. A character in gaseous form can navigate a chimney without having to make these checks or remove the chimney cap. Doors The conservatory’s doors are
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
latches. When a creature looks directly at a door for more than a few seconds, it swings open and assails the creature opening it with a jarring mental pulse that sounds to the creature like the
clashing of cymbals. This pulse deals no damage, but all creatures other than mind flayers find it unpleasant. No one else within Illithinoch can hear this mental pulse except for the infected elder brain
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
into a shapechanger that can take a form that is fully at home beneath the waves. Deep Scion
Medium humanoid (shapechanger), neutral evil
Armor Class 11
Hit Points 67 (9d8 + 27)
Speed 30 ft
. (20 ft. and swim 40 ft. in hybrid form)
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws Wis +3, Cha +4
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
attains this new form, Aurnozci can escape Xulregg and wreak havoc across the multiverse. To accelerate this terrible transformation, cultists hunt down mortal souls for violent ritual sacrifice to their god.
Aurnozci, the Caged Worm The demon lord Aurnozci is a wormlike horror of fiery flesh and toxic seepage. In its present form, Aurnozci can’t leave Xulregg, the Abyssal layer that’s both its fiefdom
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Four demons of challenge rating 1/2 or lower 5–6 Eight demons of challenge rating 1/4 or lower The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see
summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. As part of casting the spell, you can form a circle on the ground with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
obscured by this smoky haze. Exposure to it is unhealthy; characters who take a long rest in a hazy location regain one fewer Hit Die than normal. A strong wind that lasts 1 minute or longer clears an
dimly lit. Ceilings. Tunnel ceilings are 10 feet high and flat. Room ceilings are 15 feet high and vaulted in most areas except for the larger spaces on the forge level, which are 30 feet high. Elevators
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
interior sides. This effect causes all interior spaces to be brightly lit. Cloud Giant Ghosts The keep is haunted by the ghosts of cloud giants who perished long ago (see the end of the adventure for
Compendium
- Sources->Dungeons & Dragons->Divine Contention
that bears the following message in Common, “Do not teleport or place in extradimensional spaces. Keep out of reach of children and orcs.” Stream The fast-moving stream at the bottom of the gulch is five
its next turn. This is a mental compulsion, and the creature doing it does not need to speak but must be able to see the statue. If the check fails, the statue acts independently on its turn.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. Star Map d6 Map Form 1 A scroll covered with depictions of
enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples—any construction durable enough to protect the circle’s sacred
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Mind Drinker Vampire When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages
). It can innately cast the following spells, requiring no components:
At will: message
3/day each: charm person, hold person, mirror image, sleep
1/day each: gaseous form, major image
Shadow
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
long since spread across the Lower Planes. NIGHT HAG ITEMS
A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great
hags take perverse joy in corrupting mortals. Night hags were once creatures of the Feywild, but their foulness saw them exiled to Hades long ago, where they degenerated into fiends. The night hags have
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Wisdom saving throw. On a failed save, the creature gains no benefit from the rest and is afflicted with a random form of long-term madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
Tier 3 The unnatural corruption of the Far Realm pervades the deepest level of Shadowdusk Hold. Any creature other than a denizen of the hold that finishes a long rest in this tier must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Moaning Fissure. A 30-foot-long, 10-foot-wide, 20-foot-deep fissure cuts across the middle of the ceiling like an open wound. The ominous moan heard throughout the complex originates from here and
can be heard throughout this complex and well into the surrounding forest. 4a. Eastern Gate A 15-foot-high iron portcullis is embedded in the stone wall at the mouth of a long tunnel. Rough-hewn
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
examples of each kind of patron from across Khorvaire. Work as a team with your DM to select a group patron. As an alternative, your characters could form your own organization that might one day stand among
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Newspaper Your group comprises a team of ace reporters working for a chronicle—one of the many newspapers that provide news and entertainment for readers across Khorvaire. You might be under contract
. The simplest chronicles appear as scrolls nailed to public message boards containing the pertinent news of the week. More ambitious chronicles—including the Aundairian Scroll, the Breland Ledger, and the Sharn Inquisitive—are presented as folded broadsheets nested together to form simple books.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Eric Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill of
. Defense is recommended. (This is included above.) Level 1: Second Wind You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giants Ancient empires once cast long shadows over a world that quaked beneath the giants’ feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but
their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. “And here is where Angerroth the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can’t leave the dwelling. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Gingwatzim A gingwatzim is a peculiar form of life created by a spell or a ritual. The magic that brings it into being draws on spirit energy from the Ethereal Plane to give the gingwatzim its true
form—that of a luminous (but not too bright) sphere of ectoplasm roughly 3 feet in diameter. A newly formed gingwatzim appears as near to its creator as possible and follows its creator’s commands
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
can take a form that is fully at home beneath the waves. Spies from the Sea. A deep scion emerges from the depths in service to its underwater master, which is likely a kraken or some other ancient
that its true form is the shape it takes when it returns to the sea that it thinks of as home. Ironically, however, a deep scion that is killed when in its piscine form is stripped of the magic that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur
+5, Insight +4, Nature +2, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1/2 (100 XP)
Shifting (Recharges after a Short or Long Rest). As a bonus
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots (see chapter 8 for the rules on resting). Some characters and monsters have
. Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in a spell’s description. CASTING IN ARMOR
Because of the mental focus and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
U6. Standing Stones A dozen moss-covered menhirs form a near-perfect circle in the spongy earth. These weathered stones range in height from 15 to 18 feet. A couple of them lean inward as if to share
: Berez was abandoned long ago after the river rose and flooded the village. An ancient and powerful hag named Baba Lysaga lives in a hut in the middle of the village. When not in her hut, Baba Lysaga flies
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM
Find Steed 2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and






