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Returning 35 results for 'monster spaces with only are failed for least'.
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Spells
Player’s Handbook
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cube;Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each
creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Spells
Player’s Handbook
through this layer, which is destroyed if it takes at least 25 Cold damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged
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
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
charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.
Magic Items
Dungeon Master’s Guide
3d6 Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the sword’s demand is met
Kas, provided the sword is within 30 feet of the spell’s caster. Upon casting Wish, the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this
Spells
Player’s Handbook
spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can&rsquo
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.
Magic Items
Dungeon Master’s Guide
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
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
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
damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this damage is transformed into green slime (see chapter 3) that covers the ground in its
Spells
Player’s Handbook
its turn there. A creature is targeted only once per turn.
Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful
save.
Discord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has
Spells
Player’s Handbook
chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool
the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature
Monsters
Forgotten Realms: Adventures in Faerûn
instead.
Magic Resistance. Zlan has Advantage on saving throws against spells and other magical effects.
Next of the Seven (6/Year). If Zlan dies within 100 miles of a piece of chardalyn at least 4
direct action when an oblique or hidden action will suffice. Its plans always contain fallbacks and contingencies. One of these contingencies—one the other liches who constitute its new form failed
Monsters
Vecna: Eve of Ruin
Magic Resistance. The juggernaut has advantage on saving throws against spells and other magical effects.
Siege Monster. The juggernaut deals double damage to objects and structures.Slam. Melee
spaces of creatures with the prone condition. When the juggernaut enters the space of a prone creature for the first time during this movement, the creature must make a DC 18 Dexterity saving throw, taking
Conjure Minor Elementals
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
One elemental of challenge rating 2 or lower
Two
with a 6th-level slot and three times as many with an 8th-level slot.
Sample Elementals
CR
Monster
1/4
Steam Mephit
1/2
Dust Mephit, Ice Mephit, Magma Mephit, Magmin
2
Azer, Gargoyle
Monsters
Mordenkainen Presents: Monsters of the Multiverse
use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces
);deep gnomes (all three appear in the Monster Manual), but they might also transport other Small folk.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some
Monsters
Mordenkainen Presents: Monsters of the Multiverse
collaborate with colleagues to create new spells.NecroticSummon Undead (1/Day). The necromancer magically summons five skeleton;skeletons or zombie;zombies (both appear in the Monster Manual). The summoned
creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after the necromancer. Each lasts for 1 hour, until it or the necromancer dies, or until the necromancer dismisses it as a bonus action.
Monsters
Waterdeep: Dungeon of the Mad Mage
Medium or smaller creatures inside it at a time. When the cube shrinks back to normal size, any creatures that it can no longer contain are expelled into unoccupied spaces around it.
Transparent. Even
":"Pseudopod","rollDamageType":"acid"} acid damage.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the
Stinking Cloud
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn
retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Gelatinous Cube
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the
creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the
Zuggtmoy
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
(see the Monster Manual) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour.
Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see
infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness
Fire Storm
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a
Magic Items
The Wild Beyond the Witchlight
dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking 4d8 necrotic damage on a failed
save, or half as much damage on a successful one.
Found in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use.
Magic Items
Mythic Odysseys of Theros
creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating from it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is
maze spell on each creature within 30 feet of it.
6
Nightmare. Tendrils of shadow seep from the vessel and form into 1d4 Shadow Demon;shadow demons (see the Monster Manual for their
Monsters
Phandelver and Below: The Shattered Obelisk
Siege Monster. The auger deals double damage to objects and structures.
Tunneler. The auger can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its
"} fire damage. If the auger moves at least 20 feet in a straight line toward the target immediately before the hit, the target takes an additional 11 (2d10);{"diceNotation":"2d10", "rollType":"damage
Goristro
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Charge. If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10);{"diceNotation":"7d10","rollType
Monster. The goristro deals double damage to objects and structures.Multiattack. The goristro makes three attacks: two with its fists and one with its hoof.
Fist. Melee Weapon Attack: +13;{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
enslaved spirits of those it has slain; 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Specters"} specter;specters (without Sunlight Sensitivity; see the Monster Manual) arise in unoccupied
spaces within 15 feet of it. The specters act right after the collector on the same initiative count and fight until they’re destroyed. They disappear when the collector is destroyed.
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"damage", "rollAction":"Freezing Ray", "rollDamageType":"cold"} cold damage, and the target must make a DC 18 Constitution saving throw. On a failed save, the target has the restrained condition
;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Ice Wolves"} wolves made of ice (use the winter wolf stat block in the Monster Manual to represent them, but they are Elementals instead of
Monsters
Van Richten’s Guide to Ravenloft
/Day). The strigoi magically summons 1d4 + 2;{"diceNotation":"1d4+2","rollType":"roll","rollAction":"Ravenous Children"} stirge;stirges (see their entry in the Monster Manual) in unoccupied spaces it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
quetzalcoatlus flew least 30 feet toward the target immediately before the hit, the target takes an extra 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing
"} piercing damage.This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can walk like a quadruped, it is more comfortable in the air.
Dinosaurs
The Monster Manual has statistics for several kinds of dinosaurs.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Pack Tactics. The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally isn’t
damage.This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey.
Dinosaurs
The Monster Manual has statistics for several kinds of dinosaurs.
Magic Items
Guildmasters’ Guide to Ravnica
, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.
The mortar has 4 charges for the following properties. It regains 1d4 expended
damage on a failed save, or half as much damage on a successful one.
Mizzium Bombard. You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high
Monsters
Spelljammer: Adventures in Space
Firearms Knowledge. The giff’s mastery of its weapons enables it to ignore the loading property of any firearm.
Headfirst Charge. If the giff moves at least 20 feet in a straight line and ends
","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone.
Siege Monster. The giff deals double damage to objects and structures.Multiattack. The giff makes two Greatsword or Musket
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Lightning Rays", "rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful save.
Spellcasting. The decaton casts one of the following
only), protection from evil and goodThe least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical bodies, and ten mechanical tentacles
Monsters
Out of the Abyss
. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can
choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's
Magic Items
The Book of Many Things
(Arcana) check. On a successful check, you and eight other willing creatures touching the telescope, along with everything all travelers are wearing and carrying, safely teleport to unoccupied spaces
at the intended destination. On a failed check, a mishap occurs instead. The DM rolls on the Telescope Travel Mishaps table to determine the mishap or chooses a mishap that’s good for the






