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Returning 35 results for 'miles scattered with only across fiend for long'.
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makes shattered with only across fiend for long
melee shattered with only across fiend for long
Magic Items
Dungeon Master’s Guide
. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic
pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears
Spells
Player’s Handbook
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground
choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
Locations of bodies of water
For example
Magic Items
Dungeon Master’s Guide
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Spells
Player’s Handbook
), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
Spells
Player’s Handbook
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal
exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during
Magic Items
Dungeon Master’s Guide
Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
Magic Items
Dungeon Master’s Guide
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
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
Monsters
Spelljammer: Adventures in Space
, sendingAartuks are baleful plant creatures that live to wage war. Beholder;Beholders destroyed their original home world and scattered the survivors across the Material Plane.
Aartuk cells can be found throughout
sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the
Monsters
Spelljammer: Adventures in Space
","rollDamageType":"radiant"} radiant damage.Aartuks are baleful plant creatures that live to wage war. Beholder;Beholders destroyed their original home world and scattered the survivors across the Material Plane
. The head contains the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and
Magic Items
Tyranny of Dragons
drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to
signal specific messages.
Those with knowledge of the Draakhorn’s history know that it was first built to signal danger to chromatic dragons—a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North.
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Infernal Orb", "rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.Fire giants study war in its many forms across the multiverse, which
sometimes leads the giants to a fascination with the Blood War—the endless conflict between demons and devils across the Lower Planes. Such a giant might enter into a pact with a powerful devil
Monsters
Mordenkainen Presents: Monsters of the Multiverse
see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.
Twisted Paths. Roads and paths within 6 miles of the lair twist and turn back on themselves, making
trick, every ounce of demonic cunning, to manipulate his enemies—mortal and Fiend alike—to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don't stay in one place for long.
Each Reghed tribe is made up of smaller clans, each with its own
chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra.
Monsters
Spelljammer: Adventures in Space
with plantsAartuks are baleful plant creatures that live to wage war. Beholder;Beholders destroyed their original home world and scattered the survivors across the Material Plane.
Aartuk cells can be
the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies
Monsters
Icewind Dale: Rime of the Frostmaiden
wooden shafts.
Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don't stay in one place for long.
Each Reghed tribe is made up of smaller clans, each
clan to stay close to a migrating herd of reindeer as it travels across the tundra.
This great warrior is often the chieftain's spouse, sibling, offspring, or childhood friend—someone the chieftain trusts.
Magic Items
Baldur’s Gate: Descent into Avernus
The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth’s evil has warped the
resistance to fire damage.
Sentience. The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:
The shield has an
Monsters
The Book of Many Things
":"Sunspear", "rollDamageType":"radiant"} radiant damage if the target is a Fiend or an Undead.
Solar Flare (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Solar Flare
Bastion)Knights of the Solar Bastion are battle-hardened veterans who operate independently across the multiverse. When word reaches the organization that a Deck of Many Things has appeared, the nearest
Monsters
Vecna: Eve of Ruin
120 feet of himself that isn’t a Fiend. The target must succeed on a DC 20 Wisdom saving throw or take 13 (2d12);{"diceNotation":"2d12", "rollType":"damage", "rollAction":"Howl", "rollDamageType
couldn’t be stopped.
In desperation, Miska’s opponents crafted an artifact to bind him in an extraplanar prison. This rod broke apart after sealing him in Pandemonium, scattering across
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s rise in status came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and
’s wall—the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds
Fraz-Urb'luu
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Monsters
Out of the Abyss
creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.
Roads and paths within 6 miles of the lair twist and turn back on
Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and fiend alike—to do his will. Fraz-Urb’luu can create
Monsters
Mythic Odysseys of Theros
(Recharges after a Short or Long Rest). The shepherd pulls twisted souls from the Underworld; 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Herd the Underworld"} shadow;shadows (without
destroyed. They disappear when the shepherd dies.A nightmare shepherd is a gaunt, ashen fiend with leathery wings. It carries a shepherd’s crook, which it uses to direct a flock of wandering
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
immediately make a DC 16 Strength saving throw as beanstalks coil around it in its space. On a failed save, the creature has the grappled condition (escape DC 16) and has the restrained condition as long
landscape known as Stormkeld. Massive cottages, keeps, and towers dot this magical realm, scattered between expanses of cloudy wilderness marked by tangles of giant beanstalks and raging storms. Various
Monsters
Tomb of Annihilation
damage when used with two hands. If the target is a fiend or an undead, it takes an extra 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Holy Avenger","rollDamageType":"radiant
"} radiant damage.
Sense Alignment. Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous
pledging service to the creature. They study under its tutelage in its lair and serve as its agents in the world. These followers might travel incognito across the land, seeking news of growing evil and
Magic Items
Storm King's Thunder
The fire giant duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant’s hand. The rod
and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles.
Magic Items
Descent into the Lost Caverns of Tsojcanth
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater
Monsters
Mythic Odysseys of Theros
hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissuade sailors from this
-crossed castaway has even been known to become part of such collections.
Secret Routes of the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this
Monsters
Quests from the Infinite Staircase
long-departed comrades. These mirages don’t hold up to physical inspection and vanish after a brief interaction.
Safe Descents. Within 3 miles of the lair, winds buoy creatures that fall
lasts as long as Nafas maintains concentration (as if concentrating on a spell). When the vortex appears, each creature other than Nafas in the vortex’s area must make a DC 22 Strength saving throw
Magic Items
Waterdeep: Dungeon of the Mad Mage
sit in it:
You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot.
You can use
the helm to propel the vessel through air or space at a maximum speed in miles per hour equal to your highest-level unexpended spell slot × 10.
Provided you have at least one unexpended spell
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Across the Hells, Hutijin’s name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiend;pit fiends (see the Monster Manual). With such soldiers under his
repays the instigator with a long and agonizing death.
Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke’s absence leaves him vulnerable to his
Magic Items
Mythic Odysseys of Theros
While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn’t behind total cover
.
Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored
Magic Items
Eberron: Rising from the Last War
The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis’s network of message stations. Each station contains at least one speaking stone, which is carved
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3
a fiend, you use the maximum possible result instead of rolling.
Ensnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell
Monsters
Fizban's Treasury of Dragons
.
Cosmological Study
Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds
rests within an amethyst dragon’s hoard.
3
An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can






