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Returning 35 results for 'monster score with only above for for leave'.
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Monsters
Monster Manual
Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing
intellect devourer must leave it. The intellect devourer is also forced out if the target regains its devoured brain by means of a Wish spell. By spending 5 feet of its movement, the intellect devourer
Magic Items
Dungeon Master’s Guide
.
21–30
An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and
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
by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
attuned to the book, you can cast the following spells (save DC 18) from it:
Animate Dead
Circle of Death
Dominate Monster
Finger of Death
Once you use the book to cast a spell, you can’t
Magic Items
Dungeon Master’s Guide
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Hand of Vecna Spells
Spell
Charge Cost
Finger of Death
5
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
.
If a non-evil humanoid dies from this attack, a shadow (see the Monster Manual) rises from the corpse 1d4;{"diceNotation":"1d4","rollType":"roll"} hours later.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"bludgeoning"} bludgeoning damage.This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats.
Dinosaurs
The Monster Manual has statistics for several kinds of dinosaurs.
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
24 hours later as a ghoul (see the Monster Manual), unless it has been revived or its corpse has been destroyed.
Claws. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
Monsters
Storm King's Thunder
feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. Slarkrethel deals double damage to objects and structures.
Legendary Resistance (3/Day). If Slarkrethel fails
weather spell.
Water elementals coalesce within 6 miles of the lair. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5).
Aquatic creatures within 6
Monsters
Bigby Presents: Glory of the Giants
choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects.
Siege Monster. The scion deals double damage to objects and
leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift. A creature can be affected only
Monsters
Curse of Strahd
, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.
Characters as Wereravens. The Monster Manual has rules for characters
afflicted with lycanthropy. The following text applies to wereraven characters specifically.
A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn’t
Monsters
Bigby Presents: Glory of the Giants
Monster. The cradle deals double damage to objects and structures.Multiattack. The cradle makes three Slam or Wind Javelin attacks in any combination.
Slam. Melee Weapon Attack: +17;{"diceNotation":"1d20
an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift
Magic Items
Icewind Dale: Rime of the Frostmaiden
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.
The crystal also glows with a purplish
Crystal Properties
Intelligence Score
Range of Telepathy
Light Intensity
psi-crystal-int-3-7;3–7
15 feet
Dim light out to a range of 5 feet
psi-crystal-int-8-11;8–11
30 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
turtle;dragon turtles (morkoths appear in this book; the others appear in the Monster Manual)—all of these and more can mark mortals as their own and claim them as minions. Unlucky folk might
become beholden to such a master through a bleak bargain, or they might find themselves cursed by one. Once warped into a fishlike form, a sea spawn can’t leave the water for long without courting
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The ulitharid is aware of the presence of creatures within 2 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 creature’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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
their kind, standing eight feet tall. They can easily tear a fully grown person apart, but they love hunting the young, preferring their flesh above all others.
Annis hags leave tokens of their cruelty
child.
Much as annis hags befriend children in order to corrupt them, they may adopt a group of ogres, trolls, or other creatures (ogre;ogres and troll;trolls appear in the Monster Manual), ruling them
Monsters
Fizban's Treasury of Dragons
Amphibious. The sea serpent can breathe air and water.
Siege Monster. The sea serpent deals double damage to objects and structures.Multiattack. The sea serpent makes one Bite attack and one
terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors’ corpses floating frozen amid the wreckage of their ships.
Sea serpents are as fiercely
Monsters
Fizban's Treasury of Dragons
Amphibious. The sea serpent can breathe air and water.
Legendary Resistance (2/Day). If the sea serpent fails a saving throw, it can choose to succeed instead.
Siege Monster. The sea serpent deals
leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors’ corpses
Monsters
Candlekeep Mysteries
Bound to Candlekeep. Miirym can’t leave Candlekeep and is immune to any effect that would place her in a location outside it, including an extradimensional space. If she dies, Miirym regains
see.Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was
Monsters
Ghosts of Saltmarsh
identical to the control weather spell.
Water elementals coalesce within 6 miles of the lair. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5).
Aquatic
creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade immediately.Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Icewind Dale: Rime of the Frostmaiden
painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn’s suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass
feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself.
As she was preparing to leave the Hosttower, Nass
Monsters
Princes of the Apocalypse
an Intelligence score of 2 or lower within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is frightened and
attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
Monsters
Fizban's Treasury of Dragons
turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for
Monsters
Fizban's Treasury of Dragons
Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5
to inspire your portrayal of distinctive dragon turtle characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t
Magic Items
Keys from the Golden Vault
book, the spirit tries to leave the book and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM’s control until the intruding spirit is
, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your ability scores again
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The elder brain is aware of the presence of creatures within 5 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it
.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some
Monsters
Princes of the Apocalypse
choose to succeed instead.
Magic Resistance. Ogrémoch has advantage on saving throws against spells and other magical effects.
Siege Monster. Ogrémoch deals double damage to objects and
location. A hidden sinkhole can be spotted from a safe distance by any creature with a passive Wisdom (Perception) score of 15 or higher or spotted with a successful DC 15 Wisdom (Survival) check
Monsters
Fizban's Treasury of Dragons
magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
Magic Items
Guildmasters’ Guide to Ravnica
access to privileged places in its guild’s headquarters and outposts. At the DM’s discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild
enough space for the creature, the keyrune doesn’t transform. See the Monster Manual for the creature’s stat block — the name of which is given in bold in the keyrune’s
Monsters
Fizban's Treasury of Dragons
needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
Intelligence as the spellcasting ability (spell save DC 20):
1/day each: dissonant whispers, hold monster, meld into stone, telekinesis, teleportThe dragon can take 3 legendary actions, choosing from
Monsters
Fizban's Treasury of Dragons
needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
spellcasting ability (spell save DC 17):
1/day each: dissonant whispers, hold monster, meld into stone, telekinesisThe dragon can take 3 legendary actions, choosing from the options below. Only one
Intellect Devourer
Legacy
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Monsters
Monster Manual (2014)
","rollAction":"Devour Intellect"}: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of
intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its
Ulitharid
Legacy
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Monsters
Volo's Guide to Monsters
Creature Sense. The ulitharid is aware of the presence of creatures within 2 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 creature’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
Spells
Xanathar's Guide to Everything
wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its
normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You
Bag of Beans
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows
;shriekers sprout
51-60
1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then






