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Returning 35 results for 'monster standing with only aware from for level'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Standing Gate to Level 17 Rising out of a 2-foot-deep pool of ooze is a pair of 15-foot-tall standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones
form a magic gate (see “Gates”). Its rules are as follows: If an arrow or a crossbow bolt is shot between the standing stones, the gate opens for 1 minute. Characters must be 14th level or higher to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Standing Gate to Level 21 Rubble. The floor of this 20-foot-high cave is strewn with stony rubble that acts as difficult terrain.
Fake Beholder. A gas spore, easily mistaken for a beholder
rival to dust with a Disintegration Ray. 41–60 The beholder examines a tower-sized stalagmite with a large crystal atop it (see level 20, area 14). 61–80 The beholder is swallowed by a purple worm and
Monsters
Monster Manual
":"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
use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version).
Rend. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
Monsters
Monster Manual
Material components and using Wisdom as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Thaumaturgy 1/Day Each: Destructive Wave, Divination, Hold Monster (level 6 version), Scrying
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
Monsters
Monster Manual
"}. 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
Points required to maintain the spell) 1/Day Each: Ice Storm (level 5 version), Zone of TruthLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a
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
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
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave
Equipment
the Monster Manual). A sled dog pulling a sled alone must take a Short Rest after pulling a sled for 1 hour; otherwise, it gains 1 Exhaustion level.
Monsters
Forgotten Realms: Adventures in Faerûn
creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of
a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, Psychic
Monsters
Forgotten Realms: Adventures in Faerûn
finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of finishing
greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, Psychic
Monsters
Forgotten Realms: Adventures in Faerûn
creature doesn’t reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
fungi within 1 mile of the dragon’s lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the
Monsters
Forgotten Realms: Adventures in Faerûn
reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the
dragon’s lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that
Illusionist
Legacy
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Monsters
Volo's Guide to Monsters
Spellcasting. The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to
hit with spell attacks). The illusionist has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray
1st level (4 slots): color spray
Monsters
Tyranny of Dragons
);{"diceNotation":"2d8","rollType":"damage","rollAction":"Poison Strike","rollDamageType":"poison"} poison damage.
Spellcasting. Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability
(at will): druidcraft, guidance, poison spray
1st level (4 slots): cure wounds, entangle, healing word, thunderwave
2nd level (3 slots): barkskin, beast sense, spike growth
3rd level (3 slots
Sled Dog
Legacy
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Equipment
A sled dog (use the wolf stat block in appendix A of the Monster Manual) costs 50 gp and can pull 360 pounds.
Sled dogs must take a short rest after pulling a sled for 1 hour; otherwise, they gain one level of exhaustion.
Grung Wildling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
"} to hit with spell attacks). It knows the following ranger spells:
1st level (4 slots): cure wounds, jump
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth
Standing
itself on a success.
Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"spell","rollAction":"Spellcasting
Arcanaloth
Legacy
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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
. The arcanaloth’s weapon attacks are magical.
Spellcasting. The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9
Monsters
Curse of Strahd
Special Equipment. In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead.
Spellcasting. Rictavio is a 9th-level
cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
Gynosphinx
Legacy
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Monsters
Basic Rules (2014)
sphinx's intentions or sincerity have disadvantage.
Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence
following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object
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
. The arcanaloth’s weapon attacks are magical.
Spellcasting. The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9
Mind Flayer Arcanist
Legacy
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Monsters
Monster Manual (2014)
spellcasting ability is Intelligence (spell save DC 15). 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 mind flayer arcanist is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction
Monsters
Ghosts of Saltmarsh
Amphibious. The royal can breathe air and water.
Speak with Frogs and Toads. The royal can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Standing Leap. The royal&rsquo
accompanied by one (see the Monster Manual for the giant toad;giant toad's stat block).Croaked Decree (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Croaked Decree"}. The royal
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
the gem.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
the gem.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
the gem.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
the gem.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10
Monsters
Mordenkainen Presents: Monsters of the Multiverse
itself on a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Water Dependency. If the grung isn’t
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
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
16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The
Mind Flayer Lich (Illithilich)
Legacy
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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
-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The lich has
Enchanter
Legacy
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Monsters
Volo's Guide to Monsters
2nd level (3 slots): hold person,* invisibility, suggestion*
3rd level (3 slots): fireball, haste, tongues
4th level (3 slots): dominate beast,* stoneskin
5th level (2 slots): hold monster
Spellcasting. The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit
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
druid is a 12th-level Gruul spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
itself on a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Water Dependency. If the grung isn’t
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for






