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Returning 35 results for 'mind speed with only about for for lasts'.
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft
. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
Spells
Player’s Handbook
You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction
damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Mind Spike
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction
damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
At Will: Detect Magic, Mind
Monsters
Monster Manual
;t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.Acid
Monsters
Monster Manual
Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target.
A creature can take an action to try to detach the darkmantle
-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can’t penetrate this area, and no light can illuminate it.
Monsters
Monster Manual
. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.Acid
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
.
Aberrant Spirit
Medium Aberration, Neutral
AC 11 + the spell’s level
HP 40 + 10 for each spell level above 4
Speed 30 ft.; Fly 30 ft. (hover; Beholderkin only)
Monsters
Monster Manual
":"1d6", "rollType":"recharge", "rollAction":"Hunger of Yeenoghu"}. The gnoll conjures a 30-foot Cube of magical Darkness originating from a point it can see within 60 feet, which lasts for 1 minute
gains 10 Temporary Hit Points. Success: Half damage only.Rampage (2/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Abyssal Strike attack.
Spells
Player’s Handbook
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you
make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is
Monsters
Monster Manual
damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The target’s Speed is reduced to 0 until the end of its next turn.3: Raging Storm. A storm cloud
fills a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. The cloud lasts for 1 minute or until the cataclysm uses Cataclysmic Event again. Creatures entirely in the
Monsters
Monster Manual
"}. Failure or Success: The demilich can’t take this action again until the start of its next turn.
Grave-Dust Flight. The demilich flies up to its Fly Speed, shedding grave dust. Each creature
DC 20 Constitution saving throw or have its Hit Point maximum reduced by 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Enervating Domain"}. This reduction lasts until the creature
Spells
Player’s Handbook
you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.
While this charm lasts, you can affect the target’s memory of an event that it
modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature’s memory isn
Spells
Player’s Handbook
’s level in the stat block.
Fey Spirit
Small Fey, Neutral
AC 12 + the spell’s level
HP 30 + 10 for each spell level above 3
Speed 30 ft., Fly 30 ft.
Mod
Save
10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.
Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
Magic Items
Dungeon Master’s Guide
. This enmity lasts until either you or the devil dies.
A Question of Enmity
Two of the cards in the Deck of Many Things can earn a character the enmity of another being. With the Flames card, the
, Neutral Evil
AC 20 Initiative +3 (13)
HP Half the HP maximum of its summoner
Speed 60 ft., Fly 60 ft. (hover)
Mod
Save
STR
16
+3
+3
DEX
16
+3
+3
Magic Items
Tales from the Yawning Portal
When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.
A
potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
can use their reactions to move up to their speed and make one weapon attack.
Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her
of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must repeat the saving throw at the end of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.A far-off wail precedes the sight of a
hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals powerful and vicious enough to command their loyalty.
Howlers rely on speed, numbers, and their mind
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Dyrrn’s thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned
flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell
Monsters
Guildmasters’ Guide to Ravnica
, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Unarmed Strike. Melee
":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. The vampire can also grapple the target (escape DC 13) if it is a creature and the vampire has a hand free.
Mind Siphon (Recharge 5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Arcane Bolt", "rollDamageType":"force"} force damage.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. The alhoon magically emits psychic
energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Mind Blast
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. One creature charmed by Zuggtmoy that she can see must use its reaction, if available, to move up to its speed as she directs or to make one weapon attack against a target that she designates.The Demon
facets.
Zuggtmoy’s cultists often follow her unwittingly. Most are fungus-infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where
Monsters
Phandelver and Below: The Shattered Obelisk
hit by an attack, the cluster moves up to its speed toward the attacker. This movement doesn’t provoke opportunity attack;opportunity attacks. If the cluster ends this movement within 5 feet of
the attacker, it then makes one Slam attack against that attacker.An encephalon cluster pays no heed to an elder brain or its mind flayer progenitors. This grotesque creature shambles through dark
Magic Items
Bigby Presents: Glory of the Giants
clouds.
Invoking the Rune. As an action, you can invoke the circlet’s rune to assume a cloudlike form. The form lasts for 1 minute, until you are incapacitated, or until you dismiss it (no action
required).
While in cloud form, you have a flying speed of 60 feet and resistance to bludgeoning, piercing, and slashing damage.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Monsters
Tales from the Yawning Portal
the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also
becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 11 Strength check as an action. On its turn, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollType":"recharge","rollAction":"Flurry of Claws"}. The mangler makes six Claw attacks. Either before or after these attacks, it can move up to its speed without provoking opportunity attack;opportunity
of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms
Demogorgon
Legacy
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Monsters
Out of the Abyss
"} bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts
the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn’t need to concentrate on the spell.Demogorgon can take 2
Monsters
Phandelver and Below: The Shattered Obelisk
point maximum lasts until it no longer has the poisoned condition.
Tentacle. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Tentacle"} to hit, reach 10 ft., one
fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers have tried to create armies of mutates to sweep through
Magic Items
Mythic Odysseys of Theros
swimming speed of 60 feet.
Piety 25+. The bident has 1 randomly determined minor beneficial property.
Piety 50+. The bident has 1 randomly determined major beneficial property.
If you aren’t a
case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can’t be used again until the next dusk.
Additionally, you can cast the dominate
Monsters
Strixhaven: A Curriculum of Chaos
Theorem"}. The professor magically influences the mind of up to two creatures it can see within 60 feet of itself. Each target must succeed on a DC 15 Intelligence saving throw or become charmed by the
professor until the start of the professor’s next turn. The charmed creature must immediately use its reaction, if available, to move up its speed toward another creature of the professor&rsquo
Monsters
Ghosts of Saltmarsh
statue. The curse lasts for 10 minutes. While the creature is cursed, the statue has advantage on all attacks against it.
Claws. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
actions at the start of its turn.
Bite. The statue makes one bite attack.
Blood Reaper. All creatures currently cursed by the statue and within 20 feet of it take 5 necrotic damage.
Move. The statue moves up to its speed without provoking opportunity attacks.Lightning, PoisonForce
Monsters
Vecna: Eve of Ruin
, and the target’s speed is reduced by 10 feet until the serrated bolt is removed. A target’s speed can be reduced by only one serrated bolt at a time. A creature can use its action to
Short or Long Rest). Glaive enters a state of overdrive that lasts for 1 minute or until she has the incapacitated condition. While in overdrive, Glaive gains the following benefits:
Glaive has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect lasts for 1
minute, and it ends early if the illusionist takes damage, if it is incapacitated, or if its speed becomes 0.
Monsters
Phandelver and Below: The Shattered Obelisk
mutate’s next turn.Defensive Flight. Immediately after taking damage, the mutate flies up to its speed. This movement doesn’t provoke opportunity attack;opportunity attacks.When the
.
Forcing a transformation on creatures inexplicably fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers






