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Returning 35 results for 'merely some with only allies find for like'.
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meriele some with only allows find for like
mere some with only allows find for like
merely some with only allows find for like
meriele some with only allied find for like
meriele some with only allies find for like
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
Magic Items
Dungeon Master’s Guide
returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
summoned spirits attack you.
If you meet the requirement, they are Friendly to you and your allies and follow your commands.
1d100
Horn Type
Spirits
Requirement
01–40
Horn of
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Magic Items
Dungeon Master’s Guide
Hammer. With these tools, he forged the Axe of the Dwarvish Lords.
Armed with the Artifact, the prince brought peace to the dwarf clans, ending grudges and answering slights. The clans became allies
and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
Classes
Player’s Handbook
strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.
Many Monks find that a
to fuel their determination and discipline.
Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely
Magic Items
Dungeon Master’s Guide
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
the devil’s allies and followers a few times before being able to confront the devil.
In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or
Monsters
Stranger Things: Welcome to the Hellfire Club
Pack Tactics. The demodog has Advantage on an attack roll against a creature if at least one of the demodog’s allies is within 5 feet of the creature and the ally doesn’t have the
predators that spawn from limacine larvae. From a distance, they loosely resemble hairless dogs with tough, wrinkled hides and faceless, flower-like heads. When a demodog attacks, its head parts to reveal
Monsters
Forgotten Realms: Adventures in Faerûn
it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace
dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
draconic-humanoid hybrids. Most werewyverns possess a draconic greed and ferocity and thus often find work as bandits, mercenaries, or assassins. They are opportunistic warriors and prefer ambushes when
possible. Werewyverns like to keep their wyvern form a secret until they need an upper hand in a fight or an aerial escape.
Werewyverns transmit lycanthropy through their potent venom. The curse&rsquo
Monsters
Forgotten Realms: Adventures in Faerûn
a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon
the lair have Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid
Monsters
Forgotten Realms: Adventures in Faerûn
art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon
(Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time
Monsters
Forgotten Realms: Adventures in Faerûn
appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can
Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the
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
yellow eyes with slitted pupils. The true changeling identity of a bug-eyed tree, teal elk, or furry boulder is always easy to spot. These counterfeits are so plain that many Lorwyn denizens find the
Species
Lorwyn: First Light
Boggarts are Small, squat goblinoids found in the realm of Lorwyn-Shadowmoor. They possess bestial physical features, including horns and animal- like snouts. Beyond these commonalities, boggart
appearances vary widely. One boggart may look like a hedgehog, with spiky fur and beady eyes, while another might sport the snout and fleshy ears of a swine. Boggarts tend to love crafting potions and
Monsters
The Wild Beyond the Witchlight
Pack Tactics. The harengon has advantage on an attack roll against a creature if at least one of the harengon’s allies is within 5 feet of the creature and the ally isn’t incapacitated
Feywild, through they often migrate to the Material Plane. They love to travel on foot and rarely stay in one place for long.
Not all harengons are mean-spirited bullies like the ones presented here
Monsters
Dragonlance: Shadow of the Dragon Queen
successful one.Known for her incredible awareness and reflexes, the dragonnel-flying ace Red Ruin leads the Red Dragon Army’s airborne forces. Her actual name is unknown, leading her allies to
refer to her merely as “commander” or “Red Ruin”—a sobriquet earned after razing numerous targets from the air. She rarely removes her distinctive dragonnel-shaped helmet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way
of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
inextricably bound to their home realities, and others simply can’t find any way out.
The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of
taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for
Monsters
Dragons of Stormwreck Isle
against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack
Humanoids that often revere dragons. Physically weak, they find strength in numbers.
A few kobolds are born with leathery wings and can fly, which is often seen as a gift from dragon gods.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
referred to as the Lost—are representations of the anxiety and fear people experience when they can’t find their way. These sorrowsworn appear desperate and panicked.
Lost sorrowsworn grasp at
any creatures they can reach. A victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder a victim’s allies fight to break the grasp, the more
Monsters
Hunt for the Thessalhydra
","rollAction":"Claw"}+3) slashing damage.A predator of the Upside Down, the demogorgon hunts the dimension looking for unfortunate creatures that find their way there. The size and shape of an adult humanoid, the demogorgon's mouth encompasses its face and unfolds like a blossoming flower.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wretched Pack Tactics. The sorrowsworn has advantage on an attack roll against a creature if at least one of the sorrowsworn’s allies is within 5 feet of the creature and the ally isn’t
;gather in packs to scour the Shadowfell for prey. These desperate entities subsist on life force; when they find a creature, they surge forward to sink their fangs into their victims and drink deep
Monsters
Icewind Dale: Rime of the Frostmaiden
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated
live in the mountains and hills of Icewind Dale are among the hardiest of their kind. Drawn to the north by a desire to find and serve white dragons, these kobolds adapted as best they can to the
Monsters
Quests from the Infinite Staircase
", "rollDamageType":"piercing"} piercing damage.A single gibberling is little more than a nuisance—a babbling, hairy creature that darts about, attacking whatever it can find. Unfortunately, gibberlings are
in the jungles of the Gaping Maw, a layer of the Abyss ruled by the demon lord Demogorgon. The Prince of Demons’ influence instilled in gibberlings a hive-mind-like nature, protecting them from
Axe of the Dwarvish Lords
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered
adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections
become beholden to such a master through a bleak bargain, or they might find themselves cursed by one. Once warped into a fishlike form, a sea spawn can’t leave the water for long without courting
Species
Mythic Odysseys of Theros
The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass.
Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they
-shaking roars, gives most leonin an air that readily shifts between regal and fearsome. Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
are inextricably bound to their home realities, and others simply can’t find any way out.
The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable
of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and
Monsters
Icewind Dale: Rime of the Frostmaiden
themselves like brigands, robbing people they come across in the wild. If food is scarce, they kill those same people and eat them. They prefer to dwell in forlorn places, often sharing territory with
hill giants and ogres. It's not unusual to find a gang of hill giants and ogres led by a verbeeg, since verbeeg are much smarter than their brutish cousins. Verbeeg also enjoy the company of
Monsters
Quests from the Infinite Staircase
than a nuisance—a babbling, hairy creature that darts about, attacking whatever it can find. Unfortunately, gibberlings are rarely encountered alone. They rampage in dense swarms, crawling and
. The Prince of Demons’ influence instilled in gibberlings a hive-mind-like nature, protecting them from magical compulsions. However, unlike most demons, gibberlings share a strong aversion to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
speak any languages but can approximate words and sentences it hears, mimicking them in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. Some
follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master’s lair for vermin to kill and lone creatures to harass.
A gazer can’t
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Hold Breath. The hunter can hold its breath for up to 10 minutes.
Pack Tactics. The hunter has advantage on an attack roll against a creature if at least one of the hunter’s allies is within 5
", "rollAction":"Tusk"} to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage", "rollAction":"Tusk", "rollDamageType":"slashing"} slashing damage.Thanoi are walrus-like
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
allies and servitors. Like the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragon’s hoard is hidden
-and-gray hide is smooth like a salamander’s, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are






