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Returning 35 results for 'minus starts with only above from for long'.
Other Suggestions:
minute starts with only above from for long
minutes starts with only above from for long
Spells
Player’s Handbook
14
+2
+2
Mod
Save
INT
6
−2
−2
WIS
12
+1
+1
CHA
8
−1
−1
Senses Passive Perception 11
Languages Telepathy
), 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
Spells
Player’s Handbook
is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a
creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t cast spells again, and you have Disadvantage on D20 Tests.
Spells
Player’s Handbook
−3
−3
Resistances Poison
Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands the languages
you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Heated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit
Spells
Player’s Handbook
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Spells
Player’s Handbook
INT
4
−3
−3
WIS
10
+0
+0
CHA
9
−1
−1
Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive
, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn
Magic Items
Dungeon Master’s Guide
(3d10 + 3)
Speed 30 ft., Fly 60 ft.
Mod
Save
STR
14
+2
+2
DEX
13
+1
+1
CON
13
+1
+1
Mod
Save
INT
2
&minus
;4
−4
WIS
10
+0
+0
CHA
3
−4
−4
Senses Darkvision 60 ft.; Passive Perception 10
Languages None
CR 0 (XP 0; PB +2)
Figurine of Wondrous Power (Golden
Monsters
Monster Manual
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
Magic Items
Dungeon Master’s Guide
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your
Monsters
Monster Manual
: The target is immune to this cloaker’s Moan for the next 24 hours.
Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and
using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light.
Magic Items
Dungeon Master’s Guide
Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.
Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action
.
You gain the following benefits while wearing the helm.
Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute
Monsters
Tales from the Yawning Portal
takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits White Maw is destroyed after
. Any creature that starts its turn in White Maw’s space is targeted by a pseudopod attack if White Maw isn’t incapacitated.Pseudopod. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
Monsters
The Book of Many Things
Ruinous Acid. Any nonmagical weapon that hits the spider corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5
creature wearing nonmagical armor, the armor takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an Armor Class of 10 is destroyed.
Web (Recharge 5–6);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Foul. Any creature other than an Ooze that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature’s next turn
starts its turn with 0 hit points and doesn’t regenerate.
Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Foul. Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature’s next
its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, or radiant damage, this trait doesn’t function at the start of the spawn’s next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate
can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny Undead with AC 6, 1 hit point, a 2 (&minus
Monsters
Bigby Presents: Glory of the Giants
Death Curse. When the fensir starts its turn with 0 hit points and doesn’t regenerate, it releases a curse on those around it. Each creature within 30 feet of the fensir when it dies must
succeed on a DC 13 Charisma saving throw or be cursed for the next 24 hours.
While cursed in this way, an affected creature gains no benefit from finishing a short or long rest. At the end of every hour
Monsters
Tyranny of Dragons
Amphibious. The toad can breathe air and water.
Cold Aura. While the toad is alive, any creature that starts its turn within 5 feet of the toad takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage
","rollAction":"Cold Aura","rollDamageType":"cold"} cold damage.
Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Bite
Monsters
Waterdeep: Dragon Heist
":"fire"} fire damage when used with two hands.
Spellfire (Recharges after a Long Rest). Magical, heatless, silver fire harmlessly erupts from Laeral and surrounds her until she is incapacitated or
.
She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type.
She gains resistance to cold damage, and she is unharmed by temperatures as low as −50
Monsters
Icewind Dale: Rime of the Frostmaiden
:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it starts its turn in running water
radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
Monsters
Out of the Abyss
Regeneration. The ixitxachitl regains 10 hit points at the start of its turn. The ixitxachitl dies only if it starts its turn with 0 hit points.
Spellcasting. The ixitxachitl is a 5th-level
an amount equal to the damage taken, and the ixitxachitl 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
Monsters
Out of the Abyss
Regeneration. The ixitxachitl regains 10 hit points at the start of its turn. The ixitxachitl dies only if it starts its turn with 0 hit points.Vampiric Bite. Melee Weapon Attack: +4;{"diceNotation
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.Barbed Tail. When a creature provokes an opportunity
Monsters
Icewind Dale: Rime of the Frostmaiden
. Any creature that starts its turn within 10 feet of the troll takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Cold Aura","rollDamageType":"cold"} cold damage.
Keen Smell. The
trait doesn't function at the start of the troll's next turn. The ice troll dies only if it starts its turn with 0 hit points and doesn't regenerate.Multiattack. The troll makes three attacks: one with
Monsters
Out of the Abyss
Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed
","rollDamageType":"bludgeoning"} bludgeoning damage.
Acid Spray (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Spray"}. The troglodyte spits acid in a line 15 feet long and 5 feet
Monsters
Tales from the Yawning Portal
Amphibious. The toad can breathe air and water.
Cold Aura. Any creature that starts its turn within 10 feet of the toad takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Cold
Aura","rollDamageType":"cold"} cold damage.
Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Bite. Melee Weapon Attack: +5
Monsters
Quests from the Infinite Staircase
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
indefinitely so long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, PiercingNimble Escape. The vegepygmy takes the Disengage or Hide action.
Monsters
Quests from the Infinite Staircase
points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its
long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, Piercing
Monsters
Mythic Odysseys of Theros
Gatekeeper's Aura. Any creature that starts its turn within 10 feet of the phylaskia must make a DC 15 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24
lasts until the target finishes a short or long rest.These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would
Monsters
Bigby Presents: Glory of the Giants
fensir’s next turn. The fensir dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Sunlight Hypersensitivity. When the fensir starts its turn in sunlight, it must
can transform even a pinch of mud or gravel into a boulder suitable for hurling, and the thrown stone grows in flight to knock its target flat on impact.
Fensirs
Long ago, a band of frost giants
Monsters
Planescape: Adventures in the Multiverse
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 12
Vampiric Mist
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Tales from the Yawning Portal
Hypersensitivity. The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.Life Drain. The mist
damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.In a loose manner of speaking, the vampiric mist is the embodiment of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Rotting Presence. When any creature that isn’t a demon starts its turn within 30 feet of the bulezau, that creature must succeed on a DC 13 Constitution saving throw or take 3 (1d6
);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Rotting Presence", "rollDamageType":"necrotic"} necrotic damage.
Standing Leap. The bulezau’s long jump is up to 20 feet and its high jump is up
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, and each one starts its training by gaining mastery over an umber hulk.
Neogi
A neogi looks like an outsize spider with an eel’s neck and head. It can poison the body and the mind of its
their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.
Monsters
Van Richten’s Guide to Ravenloft
check.
Sunlight Hypersensitivity. The nosferatu takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Unusual Nature
until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried in the ground rises as a nosferatu after 1d10
Monsters
Mythic Odysseys of Theros
Aura of Erebos. Any creature that starts its turn within 10 feet of the giant must succeed on a DC 18 Constitution saving throw, or it takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage
wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that infect a whole city or region. If enough mortals dread destruction for long enough, their






