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Returning 35 results for 'monster score with only about force for long'.
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master score with only about free for long
master score with only about force for long
monsters score with only about force for long
monsters score with only about free for long
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Magic Items
Dungeon Master’s Guide
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then
Magic Items
Dungeon Master’s Guide
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
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
remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book
Monsters
Monster Manual
":"Fiery Mace"}, reach 10 ft. Hit: 22 (4d6 + 8);{"diceNotation":"4d6+8", "rollType":"damage", "rollAction":"Fiery Mace", "rollDamageType":"Force"} Force damage plus 21 (6d6);{"diceNotation":"6d6
"}. The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire.Fire, PoisonCold
Monsters
Monster Manual
with spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit
use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can’t take
Monsters
Monster Manual
uses Spellcasting to cast Hold Monster. The dragon can’t take this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10
":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and
Spells
Player’s Handbook
You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or
Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.
Magic Items
Dungeon Master’s Guide
a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
Monsters
Monster Manual
, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest.Multiattack. The erinyes makes three Withering Sword attacks and can
":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
Monsters
Monster Manual
Advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.Multiattack. The colossus makes three attacks, using Slam or
"}. Dexterity Saving Throw: DC 26, each creature in a 300-foot-long, 10-foot-wide Line. Failure: 65 (10d12);{"diceNotation":"10d12", "rollType":"damage", "rollAction":"Divine Beam", "rollDamageType
Magic Items
Dungeon Master’s Guide
the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
Magic Items
Dungeon Master’s Guide
Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet
and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can&rsquo
Spells
Player’s Handbook
is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the
true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.
Spells
Player’s Handbook
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the
Magic Items
Dungeon Master’s Guide
Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
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
, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
Magic Items
Dungeon Master’s Guide
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.
Blessings of
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
":"Force"} Force damage. If the target is a Large or smaller creature, it has the Prone condition.
Crackling Wave. Dexterity Saving Throw: DC 22, each creature in a 60-foot Cone. Failure: 32 (5d12
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
an evil dragon, a presence that resents any attempt to coax magic from it. Those who try to wield an orb’s magic but lack sufficient force of personality might find themselves under the orb&rsquo
Magic Items
Dungeon Master’s Guide
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
-75
When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum
Spells
Player’s Handbook
cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
Reshape Reality. You may
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51–55
You have the Stunned condition until the end of your next turn, believing something awesome
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
+9. On a hit, the target takes 1d6 + 5 Force damage.
As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
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
much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.
4
Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A
Monsters
Waterdeep: Dungeon of the Mad Mage
damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"necrotic"} necrotic damage. Unless the target is immune to necrotic damage, the target’s Strength score is reduced by
1d4;{"diceNotation":"1d4","rollType":"roll"} each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest
Magic Items
Keys from the Golden Vault
hits automatically and deals 3 (1d4 + 1) force damage to the target.
5
Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you.
6
Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks.
This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.
Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
., one target. Hit: 14 (2d10 + 3);{"diceNotation":"2d10+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage. If the target is a humanoid, its Charisma score is
reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Bite"}. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises
Magic Items
The Book of Many Things
attack using the shears, the target takes an extra 1d6 force damage.
Sever Threads. When you hit a creature with the shears, you can cut that creature’s fate. Until the target finishes a long
rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the d20. Once this property is used, it can’t be used again until the next dawn.
Monsters
Waterdeep: Dungeon of the Mad Mage
":"2d6+2","rollType":"damage","rollAction":"Strength Drain","rollDamageType":"necrotic"} necrotic damage, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll
","rollAction":"Strength Drain"}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Magic Items
Candlekeep Mysteries
Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.
After making a successful unarmed strike
while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of
Monsters
Phandelver and Below: The Shattered Obelisk
Creature Sense. The refraction is aware of creatures within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one
’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner
Monsters
Spelljammer: Adventures in Space
to say, and the message can be understood by any creature that has an Intelligence score of 2 or higher.
Legendary Resistance (3/Day). If the zodar fails a saving throw, it can choose to succeed
","rollAction":"Crushing Fist"} to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10);{"diceNotation":"2d10+10","rollType":"damage","rollAction":"Crushing Fist","rollDamageType":"force"} force damage
Monsters
The Wild Beyond the Witchlight
, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target falls unconscious if this reduces its Strength to 0. Otherwise
, the reduction lasts until the target finishes a short or long rest.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant






