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Returning 35 results for 'monster slot with only avoid from for led'.
Spells
Player’s Handbook
over five Ghoul;Ghouls or two Ghast;Ghasts or Wight;Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghoul;Ghouls, three Ghast;Ghasts or Wight;Wights, or two Mummy;Mummies. See the Monster Manual for these stat blocks.
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
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
. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Magic Items
Dungeon Master’s Guide
its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your
level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC
Spells
Player’s Handbook
chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The
.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Spells
Player’s Handbook
the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and
any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot
Spells
Player’s Handbook
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
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
slot’s level for the spell’s level in the stat block.
Construct Spirit
Medium Construct, Neutral
AC 13 + the spell’s level
HP 40 + 15 for each spell level above 4
Speed 30 ft
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
Spells
Player’s Handbook
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
Spells
Player’s Handbook
the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Celestial Spirit
Large
Spells
Player’s Handbook
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
Spells
Player’s Handbook
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Spells
Player’s Handbook
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Feats
Lorwyn: First Light
Origin Feat
You gain the following benefits.
Eyes of Eirdu. You and allies within 10 feet of you have Advantage on saving throws made to avoid or end the Blinded condition.
Faerie Fire. You learn
the Faerie Fire spell. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can cast it once without a spell slot, and you regain the
Rust Monster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After
rust monster is destroyed after dealing damage.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1
Arcanaloth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
): counterspell, fear, fireball
4th level (3 slots): banishment, dimension door
5th level (2 slots): contact other plane, hold monster
6th level (1 slot): chain lightning
7th level (1 slot): finger of death
8th level (1 slot): mind blankClaws. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3
Monsters
Guildmasters’ Guide to Ravnica
, polymorph
5th level (2 slots): cone of cold, creation, hold monster
6th level (1 slot): move earth, wall of ice
7th level (1 slot): prismatic spray
8th level (1 slot): control weatherScimitar. Melee
Mind Flayer Lich (Illithilich)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power
: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)Paralyzing Touch. Melee Spell Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Paralyzing Touch
Wand of Binding
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges
).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grappled;grapple.
Arcanaloth (summoner variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
): counterspell, fear, fireball
4th level (3 slots): banishment, dimension door
5th level (2 slots): contact other plane, hold monster
6th level (1 slot): chain lightning
7th level (1 slot): finger of death
8th level (1 slot): mind blankClaws. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3
Lich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word
":"roll","rollAction":"Spell Slot Level"} and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
The lich targets one creature it can
Monsters
Van Richten’s Guide to Ravenloft
can hover.
A Humanoid slain by this necrotic damage rises as a wight (see its entry in the Monster Manual) at the end of the jiangshi’s turn. The wight acts immediately after the jiangshi in
their descendants and the communities they knew in life, sowing terror and taking retribution for the slights or neglected burial rites that led to their cursed resurrections. Rigor mortis notoriously
Monsters
Waterdeep: Dungeon of the Mad Mage
cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank
from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2
Monsters
Icewind Dale: Rime of the Frostmaiden
*
2nd level (3 slots): invisibility, levitate, phantasmal force
3rd level (3 slots): fireball, sending, slow
4th level (3 slots): arcane eye, confusion
5th level (1 slot): animate objects
*See
"} acid damage.
Magic Missile (1st-Level Spell; Requires a Spell Slot). Dzaan creates three darts of magical force. Each dart unerringly strikes one creature Dzaan can see within 120 feet of it, dealing
Monsters
Tomb of Annihilation
slots): detect thoughts, knock
3rd level (3 slots): clairvoyance, tongues
4th level (3 slots): dominate beast, stoneskin
5th level (3 slots): hold monster, telekinesis
6th level (1 slot): true seeing
7th level (1 slot): fire storm
Dragon Wings. As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a
Monsters
Bigby Presents: Glory of the Giants
similar to the dungeon scavengers described in the Monster Manual. As their name suggests, though, these creatures are most often found in the bags carried by giants, where they feed on whatever
scrupulously clean to avoid attracting bag jellies, but others actually use these scavengers to hinder thieves. Many would-be thieves who rummage through a sleeping giant’s bag find themselves stuck
Monsters
Mordenkainen Presents: Monsters of the Multiverse
them to attack expeditions and settlements that other predators would avoid, as they often mistake the fire of a forge or a campfire for a large, tasty meal. azer;Azers (see the Monster Manual) use this
but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs. On rare occasions, frost giant;frost giants (see the Monster Manual) capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses.ColdFire
Monsters
Guildmasters’ Guide to Ravnica
of rubble.
Siege Monster. The stalker deals double damage to objects and structures.Multiattack. The stalker makes three attacks with its shortsword.
Shortsword. Melee Attack: +4;{"diceNotation
or clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape.
Monsters
Ghosts of Saltmarsh
it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy.
Siege
Monster. The coral smasher deals double damage to objects and structures.Multiattack. The coral smasher makes two attacks with its warhammer, or one attack with its bite and one with its claws
Monsters
Guildmasters’ Guide to Ravnica
Siege Monster. The druid deals double damage to objects and structures.
Speak with Beasts and Plants. The druid can communicate with beasts and plants as if they shared a language.
Spellcasting. The
): commune with nature, conjure elemental, scrying
6th level (1 slot): transport via plants, wall of thornsQuarterstaff. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
Monsters
Infernal Machine Rebuild
Rust Monster Cloak. Any nonmagical weapon made of metal that hits Barbatos corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops
carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 12 Dexterity saving throw to avoid Barbatos's touch.
If the object
Alhoon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
(spell save DC 16). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Spellcasting. The
, phantasmal killer
5th level (2 slots): modify memory, wall of force
6th level (1 slot): disintegrate, globe of invulnerability
Turn Resistance. The alhoon has advantage on saving throws against any






