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Returning 35 results for 'minute some with only are for for legs'.
Magic Items
Dungeon Master’s Guide
. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.
To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed
go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure.
A creature in the compartment can take a Utilize action to move as many as two of
Regenerate
Legacy
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Spells
Basic Rules (2014)
(10 hit points each minute).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Apparatus of Kwalish
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) Damage Immunities: poison, psychic
To be used as a vehicle, the apparatus requires one pilot. While the
floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.
A creature in the compartment can use an action to move as
Apparatus of the Crab
Legacy
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Magic Items
Basic Rules (2014)
: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) Damage Immunities: poison, psychic
To be used as a vehicle, the apparatus requires one pilot. While the
floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.
A creature in the compartment can use an action to move as
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
False Appearance. If the spider is motionless, has its eyes and mouth closed, and has its legs wrapped around its body at the start of combat, it has advantage on its initiative roll. Moreover, if a
full-grown specimen has a body 30 feet in diameter and legs that are at least 30 feet long. When it wraps its legs tightly around its body and closes its eyes, the asteroid spider resembles nothing so
Monsters
Guildmasters’ Guide to Ravnica
3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw
-radius sphere centered on a point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
exhales a cloud of magical fear gas in a 120-foot cone. Any creature in that area must succeed on a DC 18 Wisdom saving throw or be frightened of the beast for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success.Nightmare beasts are enormous quadrupeds that stand 20 feet tall, or 40 feet tall when rearing on their hind legs.
A
Monsters
Guildmasters’ Guide to Ravnica
point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
Leaping Legs. With or
minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes
Monsters
Guildmasters’ Guide to Ravnica
3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw
-radius sphere centered on a point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
Monsters
Spelljammer: Adventures in Space
target must succeed on a DC 12 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success.Disgorged from the Far Realm, Gaj are hideous hunters that prey on other life forms. They crawl on six insectile legs and attack with their mandibles. They ambush prey by burying themselves under sand or
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
as it is grappled. The beanstalks vanish after 1 minute, if the hart has the incapacitated condition, or when the hart dies.
Lightning Call. In response to making a saving throw, the hart calls down a
waves as if tossed by a strong wind. Its patterned hide resembles the twisting beanstalks that also coil around its legs, shoulders, and haunches.
Storm giant hunters consider tempest harts to be the
Monsters
Baldur’s Gate: Descent into Avernus
or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
metallic wings, and strong legs ending in swordlike talons. It uses its stinger to inject a chemical admixture similar to alchemist’s fire into its victims. This same solution carries a paralytic
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Shutdown. If targeted by dispel magic, the horror must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage
.
The body of a clockwork horror is about two feet in diameter, but the legs give it an overall diameter of four feet. Embedded in the front of its head is a crystal that enables the clockwork horror to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the start of the grue’s next turn.Fanged and lipless, the ever-grinning, eerily staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its grayish
take 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Gaze of Corruption", "rollDamageType":"necrotic"} necrotic damage and be poisoned for 1 minute. The poisoned target can
Monsters
Phandelver and Below: The Shattered Obelisk
damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics
breakers look like giant brains with stout legs, and they wear steel armor made from interlocked links of Ilvaash’s runes (knots of tentacles, brains, and jagged lines reminiscent of jaws).Psychic
Monsters
Bigby Presents: Glory of the Giants
their legs and body.FireFurnace Armor (Requires Fire Rune). The giant causes smoke and cinders to billow from its armor, filling a 30-foot-radius sphere centered on the giant. While the armor is
billowing smoke, the giant has half cover. The armor stops billowing smoke after 1 minute, when the giant dies, when the giant uses a bonus action to end the effect, or when the giant’s fire rune is destroyed.
Young Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Nightmare Breath", "rollDamageType":"psychic"} psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the
skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels
Deep Dragon Wyrmling
Legacy
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Monsters
Fizban's Treasury of Dragons
", "rollAction":"Nightmare Breath", "rollDamageType":"psychic"} psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional
wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Regenerate 7th-level transmutation Casting Time: 1 minute Range: Touch Components: V, S, M (a prayer wheel and holy water) Duration: 1 hour You touch a creature and stimulate its natural healing
ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target’s severed body
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Regenerate 7th-level transmutation Casting Time: 1 minute Range: Touch Components: V, S, M (a prayer wheel and holy water) Duration: 1 hour You touch a creature and stimulate its natural healing
ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target’s severed body
Equipment
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
Size
Market Value
Weight
AC
HP
Extraction Time
Fragment
100 gold
1/2 lbs
17
10
1 minute
Delerium Properties
All delerium samples have the following traits regardless of size
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While
apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While
apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"psychic"} psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened
succeed on a DC 19 Constitution saving throw or take 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"", "rollDamageType":"poison"} poison damage and become poisoned for 1 minute. The
Equipment
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of energy
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"psychic"} psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can
a DC 16 Constitution saving throw or take 17 (5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Spore Salvo", "rollDamageType":"poison"} poison damage and become poisoned for 1 minute
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
following statistics: Armor Class: 20 Hit Points: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren’t extended) Damage Immunities: poison, psychic To be used as a vehicle, the
breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature in
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Asteroid Spider An asteroid spider is a menace native to Wildspace and the Astral Sea. A full-grown specimen has a body 30 feet in diameter and legs that are at least 30 feet long. When it wraps its
legs tightly around its body and closes its eyes, the asteroid spider resembles nothing so much as a giant, lifeless rock in space—hence its name. An asteroid spider has its own gravity plane and air
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
following statistics: Armor Class: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren’t extended)
Damage Immunities: poison, psychic To be used as a vehicle
breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature
Equipment
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a Flying
the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of energy
Equipment
creature within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Tiny Servant 3rd-level transmutation Casting Time: 1 minute Range: Touch Components: V, S Duration: 8 hours You touch one Tiny, nonmagical object that isn’t attached to another object or a surface
and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See
Equipment
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of energy
Equipment
random creature within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration
is affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
its side. A head and neck made of wood and sackcloth is attached to one end of the keg. At the other end is a tail made from a straw broom. Each keg is held up by four 2-foot-long peg legs.
When a
(see “Gates”). Its rules are as follows: If a creature flies or levitates within 5 feet of the arch, the gate opens for 1 minute. Characters must be 10th level or higher to pass through this gate (see






