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Returning 35 results for 'misses see with only above first for led'.
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miles see with only above first for led
miss see with only above first for led
missed see with only above first for led
masses see with only above first for led
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Monsters
Monster Manual
against a spell, or a spell’s attack roll misses it. Response—Dexterity Saving Throw: DC 12, one creature the spectator can see within 120 feet. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Spell Reflection", "rollDamageType":"Force"} Force damage.
", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Eye Rays. The spectator randomly shoots one of the following magical rays at a target it can see within 90
Monsters
Monster Manual
. Trigger: A creature the goblin can see hits it with an attack roll. Response—Wisdom Saving Throw: DC 13, the triggering creature. Failure: The attack misses instead.
Monsters
Monster Manual
":"Piercing"} Piercing damage.
Sticky Net (1/Day). Dexterity Saving Throw: DC 10, one Large or smaller creature the kuo-toa can see within 15 feet. Failure: The target has the Restrained condition
in a net within 5 feet, destroying the net on a success.Sticky Shield. Trigger: A creature misses the kuo-toa with a melee attack roll using a weapon. Response—Strength Saving Throw: DC 11, the
Magic Items
Dungeon Master’s Guide
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the
.
Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or
Spells
Player’s Handbook
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one
Species
Player’s Handbook
Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp
to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influence. Over time, curiosity led many of them to explore other planes of existence
Spells
Player’s Handbook
You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of
the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or
Magic Items
Dungeon Master’s Guide
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total
Spells
Player’s Handbook
to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a location, such as a temple, as a sanctuary by casting this spell there.
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
or until the gnoll’s Concentration ends on it. This area is Difficult Terrain. Dexterity Saving Throw: DC 14, any creature that starts its turn in this area or enters it for the first time on a
Magic Items
Dungeon Master’s Guide
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
Spells
Player’s Handbook
but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this
You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
No one
Monsters
Monster Manual
Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage
":"1d6", "rollType":"recharge", "rollAction":"Unsettling Visage"}. Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure
Spells
Player’s Handbook
A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form
appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20
Monsters
Monster Manual
":"Slashing"} Slashing damage.
Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest):
First
actions. The sphinx regains all expended uses at the start of each of its turns.
Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack
Monsters
Monster Manual
. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space
the cube enters for the first time during this move. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Engulf", "rollDamageType":"Acid"} Acid damage, and the target is engulfed
Spells
Player’s Handbook
You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and
damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A
Monsters
Monster Manual
Throw: DC 18, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target
. Dexterity Saving Throw: DC 16, one creature the dragon can see within 120 feet. Failure: 27 (6d8);{"diceNotation":"6d8", "rollType":"damage", "rollAction":"Scorching Sands", "rollDamageType":"Fire"} Fire
Monsters
Monster Manual
. Constitution Saving Throw: DC 21, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second
, and it makes one Rend attack.
Scorching Sands. Dexterity Saving Throw: DC 20, one creature the dragon can see within 120 feet. Failure: 36 (8d8);{"diceNotation":"8d8", "rollType":"damage
Spells
Player’s Handbook
your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear
to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.
Spells
Player’s Handbook
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
:
The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw
Monsters
Monster Manual
moves up to its Speed and can move through the spaces of Huge or smaller creatures and objects. Strength Saving Throw: DC 23, each creature or object whose space the blob enters for the first time
or smaller creature it can see within 600 feet of itself. Dexterity Saving Throw: DC 23, the targeted creature. Failure: 18 (3d6 + 8);{"diceNotation":"3d6+8", "rollType":"damage", "rollAction
Spells
Player’s Handbook
attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell’s level Fire damage.
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
Spells
Player’s Handbook
Choose any number of willing creatures that you can see within range. Each target shape-shifting;shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower
target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.
Monsters
Monster Manual
centered on a point the cataclysm can see within 150 feet. Failure: 45 (13d6);{"diceNotation":"13d6", "rollType":"damage", "rollAction":"Clinging Flames", "rollDamageType":"Fire"} Fire damage. Success
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
"} Piercing damage.
Eye Rays. The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType":"roll
. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target
Monsters
Monster Manual
":"Piercing"} Piercing damage.
Eye Rays. The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType
. Constitution Saving Throw: DC 17. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success
Magic Items
Dungeon Master’s Guide
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
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
Monsters
Planescape: Adventures in the Multiverse
shield that grants the matter smith a +5 bonus to its AC until the shield disappears at the start of the matter smith’s next turn. The first time a creature misses a melee attack roll against
roll a d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Planar Smithing"}):
1–2: Chains. The matter smith creates spectral bindings around a creature it can see within 30 feet of
Monsters
Strixhaven: A Curriculum of Chaos
see within 90 feet of it. The creature must make a DC 12 Constitution saving throw, taking 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Reduce to Memory", "rollDamageType
the Past (2/Day). When another creature within 60 feet of the apprentice misses a target with an attack roll, the apprentice magically enables the attacker to reroll the attack roll. It must use the
Monsters
Strixhaven: A Curriculum of Chaos
"}. Thundering golden energy erupts around a creature the pledgemage can see within 90 feet of it. The creature must make a DC 13 Constitution saving throw, taking 44 (8d10);{"diceNotation":"8d10", "rollType
each: comprehend languages, locate object
1/day each: mage armor, speak with dead, stone shapeLearn from the Past (2/Day). When another creature within 60 feet of the pledgemage misses a target with an
Monsters
Tyranny of Dragons
", "rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands.Illusory Self (Recharges after a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can
interpose an illusory duplicate between the attacker and himself. The attack automatically misses Rath, then the illusion dissipates.
Monsters
The Book of Many Things
damage, and the champion regains 10 hit points.
Hollow Void. The champion summons a hungering rift around a creature it can see within 120 feet of itself. The creature must make a DC 22 Constitution
’s turn. The champion regains spent legendary actions at the start of its turn.
Crush. The champion unleashes a burst of crushing force on a creature it can see within 30 feet of itself. The
Monsters
Journeys through the Radiant Citadel
magically turns invisible, along with any equipment it is wearing or carrying, for 1 minute or until it makes an attack roll.Trickster’s Flight. Immediately after a creature the wynling can see
misses the wynling with an attack roll, the wynling can move up to 30 feet. This movement doesn’t provoke opportunity attack;opportunity attacks.Playful and mischievous, wynlings defend
Monsters
Waterdeep: Dragon Heist
"} piercing damage.Riposte. When a creature that Jalester can see misses him with a melee attack, he can use his reaction to make a melee weapon attack against that creature. On a hit, the target takes an extra 4 damage from the weapon.






