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Returning 35 results for 'monster start with only act for for lead'.
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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
3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Attuning to the Hand. To attune to the hand, you must press it against the stump where your left hand was
Monsters
Monster Manual
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
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
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
Magic Items
Dungeon Master’s Guide
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
disappears in a puff of bright-pink smoke.
61–70
A hungry Bulette burrows up and attacks.
71–80
A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly
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
carrying.Legendary Action Uses: 3. Immediately after another creature’s turn, the colossus can expend a use to take one of the following actions. The colossus regains all expended uses at the start of each of
Monsters
Monster Manual
aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend’s aura for 24 hours.
Legendary Resistance (4/Day). If the
", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute
Monsters
Monster Manual
Amphibious. The kraken can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead.
Siege Monster. The kraken
":"Swallow", "rollDamageType":"Acid"} Acid damage at the start of each of its turns.
If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25
Monsters
Monster Manual
":"Reflective Carapace"}. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals
at the start of each of its turns.
Onslaught. The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack.
World-Shaking Movement. The tarrasque moves up to its Speed. At the end
Magic Items
Dungeon Master’s Guide
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
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
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
effect until the start of your next turn.
Necrotic Resistance. You have Resistance to Necrotic damage.
Sentience. The Sword of Kas is a sentient Chaotic Evil weapon with an Intelligence of 15, a Wisdom
Monsters
Monster Manual
). If the cataclysm fails a saving throw, it can choose to succeed instead.
Siege Monster. The cataclysm deals double damage to objects and structures.Multiattack. The cataclysm makes two Elemental Burst
uses at the start of each of its turns.
Eruption. The cataclysm makes one Elemental Burst attack.
Rumbling Movement. The cataclysm moves up to its Speed, Fly Speed, or Swim Speed without provoking
Equipment
We recommend a team of these sled dogs to ease the burden on individual animals. Rotate your dogs through the lead positions to give weary animals a rest.
A sled dog uses the Wolf stat block (see
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
Eberron: Forge of the Artificer
the Frightened condition until the start of the bruiser’s next turn.Smackback. Trigger: The bruiser takes damage from a creature within 5 feet. Response: The
bruiser makes one Pummel attack, targeting the triggering creature.Intimidating and powerful, bruisers lead Daask operations when more violent and decisive shows of force are needed. These enforcers relish the brutality of their work.
Monsters
Eberron: Forge of the Artificer
start of the commander’s next turn.
Javelin. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Javelin"}, reach 5 ft. or range 30/120 ft. Hit: 7
":Javelin"", "rollDamageType":"Necrotic"} Necrotic damage if the commander is Bloodied.Emerald Claw commanders lead large groups of soldiers, inspiring the fanatical devotion of Humanoids and Undead alike.
Monsters
Forgotten Realms: Adventures in Faerûn
Hit Points until the start of the scion’s next turn.
Legendary Resistance (3/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has Advantage
", "rollType":"damage", "rollAction":"Mindwrack Bolt", "rollDamageType":"Psychic"} Psychic damage and the target has the Poisoned condition until the start of the scion’s next turn.
Spellcasting. The
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Paralyzing Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of Sammaster’s next turn.
Spellcasting. Sammaster casts one of the
the following actions. Sammaster regains all expended uses at the start of each of his turns.
Deathly Teleport. Sammaster teleports up to 60 feet to an unoccupied space he can see, and each creature
Monsters
Forgotten Realms: Adventures in Faerûn
following actions. Sammaster regains all expended uses at the start of each of his turns.
Pounce. Sammaster moves up to half his Speed, and he makes one Rend attack.
Sickening Ray. Sammaster uses
Success: Sammaster can’t take this action again until the start of his next turn.Lich Founder of a Dracolich Cult
Sammaster founded and led the Cult of the Dragon, a secret, evil organization
Monsters
Forgotten Realms: Adventures in Faerûn
all expended uses at the start of each of its turns.
Retaliation. Zlan makes one Slam or Bewildering Bolt attack.
Stoke Paranoia. Wisdom Saving Throw: DC 19, one creature Zlan can see within 30 feet
damage and the target has the Charmed condition for 1 minute or until Zlan dies. While Charmed, the target doesn’t act as an ally to any creature. Success: Half damage only. Failure or Success: Zlan
Monsters
Mordenkainen Presents: Monsters of the Multiverse
legendary action option can be used at a time and only at the end of another creature’s turn. The githyanki regains spent legendary actions at the start of its turn.
Command Ally. The githyanki
roll.
Attack (2 Actions). The githyanki makes one Silver Greatsword attack.Supreme commanders lead armies, each one commanding ten githyanki ki'thrak;kith'raks, who in turn lead the rest of their
Monsters
Curse of Strahd
False Appearance. If the blight is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the blight move or act, that creature must
succeed on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.
Siege Monster. The blight deals double damage to objects and structures.Multiattack. The blight makes one
Monsters
Fizban's Treasury of Dragons
, stinking cloudDraconians born from the eggs of bronze, green, and emerald dragons have some ability to wield magic. They often lead small groups of draconian foot soldiers, using their magic to snipe
bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs
Monsters
The Wild Beyond the Witchlight
False Appearance. If the treant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the treant move or act, that creature must
trees have the same statistics as an awakened tree (see the Monster Manual), except they can’t speak. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"necrotic"} necrotic damage and be blinded until the start of the amnizu’s next turn.
Forgetfulness (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Forgetfulness"}. The
appear in the Monster Manual). A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can’t summon other devils. It remains for 1 minute
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The hexton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The hexton has advantage on initiative rolls.
Disintegration. If the
damage on a successful one.When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
itself on a success.
Raise Ghoul (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Raise Ghoul"}. The maurezhi targets one dead ghoul or ghast (see the Monster Manual) it can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"necrotic"} necrotic damage and be blinded until the start of the amnizu’s next turn.
Forgetfulness (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Forgetfulness"}. The
, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: command
3/day: dominate monster
1/day: feeblemindInstinctive Charm. When a creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an Undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to
5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. (All three appear in the Monster Manual.) A devourer can imprison only one creature at a time.
Soul Rend (Recharge 6);{"diceNotation
Sword of Kas
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin
dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met.
Random Properties. The Sword of Kas
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature with a soul, the soul rises from the River Styx as a lemure (see the Monster Manual) in Avernus in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Hellfire Lance"} hours. If the
archdukes of the Nine Hells. These narzugons act as horrific perversions of knights errant, carrying out their masters’ will.
Narzugons wield hell-forged lances that shunt the souls of any they
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(see the Monster Manual), and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near.
A nupperibo knows nothing but the desire to destroy non-Fiends
’ path and distracts them.
Nupperibos unthinkingly obey any command they receive telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into
Monsters
The Wild Beyond the Witchlight
False Appearance. If the rocking horse is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the rocking horse move or act, that
Confusion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for
within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10
The creature can act and move normally.
At the end of each of its turns, an
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The nonaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The nonaton has advantage on initiative rolls.
Disintegration. If
evil and goodWhen modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus. Nonatons
Magic Items
Legendary Magic Items
Beckoning Death.
The Beckoning Death arrives at the start of your next turn and manifests as a crimson cloud of smoke that fills a 30-foot-radius sphere centered on the horn. The sphere doesn’t move
with the horn. At the start of each of your turns, the sphere’s radius increases by 30 feet. The cloud disappears after 10 minutes or when your concentration on the effect ends. Any creature
Monsters
The Wild Beyond the Witchlight
False Appearance. If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the golem move or
act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate.
Immutable Form. The golem is immune to any spell or effect that would alter its






