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Returning 35 results for 'mentally some with only allied from for long'.
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mentally some with only allies from for long
mentality some with only allies from for long
mental some with only allies from for long
mental some with only alien from for long
mortally some with only allies from for long
Spells
Player’s Handbook
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast
question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Spells
Player’s Handbook
area:
Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in two locations
Stinking Cloud in two locations (the vapors
return within 10 minutes if dispersed while Guards and Wards lasts)
Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Monsters
Planescape: Adventures in the Multiverse
time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate
view of what is, what was, and what will be.
Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time
Monsters
Planescape: Adventures in the Multiverse
of time’s paths and possibilities.
Ancient time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied
from the usual flow of time and have a flexible view of what is, what was, and what will be.
Time dragons prize historical records, objects representative of lost cultures, and treasures from long
Monsters
Icewind Dale: Rime of the Frostmaiden
Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The dragon doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long
immune to the dragon’s Malevolent Presence for the next 24 hours. A creature charmed in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its turns
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s next turn.
Battlefield Cunning (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Battlefield Cunning"}. Up to two allied yugoloths within 60 feet of the yagnoloth that
on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to half the necrotic damage taken. This reduction lasts until the target finishes a long rest, and the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, a god of death and memory. They were brought to that realm in ages past, so long ago that they’re now adapted to its cheerless environment, both physically and mentally.
Eons of exposure to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
past, so long ago that they’re now adapted to its cheerless environment, both physically and mentally.
Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they’re now adapted to its cheerless
environment, both physically and mentally.
Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and
Monsters
Planescape: Adventures in the Multiverse
to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As
historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time
Monsters
Planescape: Adventures in the Multiverse
dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish
what will be.
Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten
Magic Items
The Book of Many Things
immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
maximum of 22.
Map. At any time you choose within 1 year of drawing this card, you can mentally name or describe an object or individual that is familiar to you. You immediately know the location of the
Contact Other Plane
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You mentally contact a demigod, the spirit of a long- dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When
you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't
Monsters
Mordenkainen's Fiendish Folio Volume 1
","rollDamageType":"slashing"} slashing damage.
Fight On, You Slugs. The norker war leader picks up to three allied goblinoids within 60 feet that can see it. The chosen creatures can each use their reactions to
, and lazy even by the standards of goblinoids, norkers are tough humanoids whose long, sharp fangs and thick, bony exoskeletons make them well-suited to the ranks of hobgoblin armies. Unfortunately
Yagnoloth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.
Battlefield Cunning (Recharge 4-6);{"diceNotation":"1d6","rollType":"recharge","rollAction
":"Battlefield Cunning"}. Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.
Teleport. The yagnoloth magically teleports, along
Duergar Warlord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
damage while enlarged.
Call to Attack. Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.
Enlarge (Recharges after a Short
or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
Telepathic
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Tasha’s Cauldron of Everything
You awaken the ability to mentally connect with others, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You can speak
doesn’t give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you
Backgrounds
Sword Coast Adventurer's Guide
frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.
FEATURE: SAFE HAVEN
As a faction agent, you have
I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
8
I’ve spent so long in the temple that I have little practical experience
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Contact Other Plane Level 5 Divination (Warlock, Wizard) Casting Time: 1 minute or Ritual
Range: Self
Components: V
Duration: 1 minute
You mentally contact a demigod, the spirit of a long
take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Contact Other Plane Level 5 Divination (Warlock, Wizard) Casting Time: 1 minute or Ritual
Range: Self
Components: V
Duration: 1 minute
You mentally contact a demigod, the spirit of a long
take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
cluster of allied city-states. Conquered neighbors were allowed to keep their leaders and culture so long as they paid tribute, swore allegiance to the victors, and incorporated their conquerors
serpent gods began to demand more and more sacrifices, the yuan-ti stepped up their raids on bordering settlements to meet this need.
Calm long-view schemers, innate deceivers, and immune to poison
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a chilly welcome upon returning to Saltmarsh. The assault went on without them, but the allied forces took heavy losses, only barely managing to defeat the sahuagin. The characters are asked, politely
but firmly, to leave the Saltmarsh area. The town councillors wish them a safe journey, as long as it is one way.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Contact Other Plane 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V Duration: 1 minute You mentally contact a demigod, the spirit of a long-dead sage, or some other
6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Halvachar is a Knight of the Crown. Lord Soth’s forces are marching from Dargaard Keep. Eberron. Dwarves built the fortress in the Mror Holds long ago but abandoned it when a local mine was depleted
. Allied forces have recently recovered it, but the fortress is in the path of a horde of monsters sent by the sinister lich Lady Illmarrow. Greyhawk. The recently reclaimed fortress stands in the northern
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Contact Other Plane 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V Duration: 1 minute You mentally contact a demigod, the spirit of a long-dead sage, or some other
6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Palace of Exile The adventurers who discovered and reoccupied the Radiant Citadel were from the civilizations that founded the city long ago. Among them, several had been set on the path of adventure
adjoining gardens and recovery centers, where refugees are cared for physically, mentally, and emotionally as they make the transition to either living in the Radiant Citadel permanently or relocating to a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Palace of Exile The adventurers who discovered and reoccupied the Radiant Citadel were from the civilizations that founded the city long ago. Among them, several had been set on the path of adventure
adjoining gardens and recovery centers, where refugees are cared for physically, mentally, and emotionally as they make the transition to either living in the Radiant Citadel permanently or relocating to a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Shadar-kai In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they’re now perfectly adapted
to that cheerless environment, both physically and mentally. Soul Custodians. Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and fire snakes serve Izel, a powerful creature known as a tlexolotl. Tlexolotls, long thought to be myths, slumber within the volcanoes of Tletepec. So long as the tlexolotls are dormant, the volcanoes
. The salamanders allied with him are stealing offerings meant for the gods and plan to offer them to sleeping tlexolotls to rouse the creatures. If large enough offerings are made, the tlexolotls are sure to awaken, unleashing volcanic devastation.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
using the Carousing table. Carousing Check Total Result 1–5 Character has made a hostile contact. 6–10 Character has made no new contacts. 11–15 Character has made an allied contact. 16–20 Character
has made two allied contacts. 21+ Character has made three allied contacts. Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
with goblins for at least as long as humans have worked with dogs and horses, and in goblin society those two animals serve similar purposes.
Family Matters
A goblin tribe is organized in a four
the tribe. If the creature is dimwitted, like a troll or ogre, the lower-class goblins give it obeisance, but before long the upper-class goblins begin to think that whoever can bend the ear of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
into even a simple spell is physically and mentally taxing, and higher- level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing
spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots. Some characters and monsters have special abilities that let them cast spells
Compendium
- Sources->Dungeons & Dragons->Monster Manual
orchestrate plots that unfold across ages. These elusive, amphibious immortals physically and mentally overwhelm their victims and transform creatures with a slimy, aberrant infection, reshaping other
monster to flood a coastal city. 6 Trick treasure hunters into recovering relics from its long-fallen empire.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
(minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest
. Languages. You can speak, read, and write Common. Subrace. The beast within shapes each shifter physically and mentally. The four major subraces of shifter include: beasthide, longtooth, swiftstride, and wildhunt. Choose a subrace for your shifter.






