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Returning 35 results for 'monster start with only ally feet for life'.
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Species
Player’s Handbook
celestial heritage, such as metallic freckles, luminous eyes, a halo, or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the
aasimar learns to reveal their full celestial nature.
Aasimar Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Monsters
Monster Manual
, one Huge or smaller creature the blight can see within 30 feet. Failure: 14 (2d6 + 7);{"diceNotation":"2d6+7", "rollType":"damage", "rollAction":"Life-Draining Root", "rollDamageType":"Necrotic
", "rollType":"damage", "rollAction":"Life-Draining Root", "rollDamageType":"Necrotic"} Necrotic damage at the start of each of its turns. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the blight regains Hit Points equal to that amount.Fire, Necrotic
Monsters
Monster Manual
effects:
Sap. The target has Disadvantage on its next attack roll before the start of the warrior’s next turn.
Maneuver. One ally who can see or hear the warrior can take a Reaction to move up
to half the ally’s Speed without provoking opportunity attack;Opportunity Attacks.
Longbow. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Longbow"}, range
Monsters
Monster Manual
);{"diceNotation":"4d6+4", "rollType":"damage", "rollAction":"Javelin", "rollDamageType":"Piercing"} Piercing damage, and the target’s Speed decreases by 5 feet until the start of the berserker
’s next turn.Frenzied Rush. Each ally within 30 feet of the berserker can take a Reaction to move up to half the ally’s Speed without provoking opportunity attack;Opportunity Attacks. The berserker can also move up to half its Speed without provoking Opportunity Attacks.
Monsters
Monster Manual
Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
":"Slashing"} Slashing damage.
Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion’s next turn.
Monsters
Monster Manual
Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself.Multiattack. The rust monster makes one Bite attack and uses Antennae twice.
Bite. Melee Attack Roll
"} Piercing damage.
Antennae. The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the
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
Monsters
Monster Manual
expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its turns.
Deathly Teleport. The lich teleports up to 60 feet to an unoccupied space it can
", "rollAction":"Disrupt Life", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage. Failure or Success: The lich can’t take this action again until the start of its next turn
Equipment
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target
must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning.
Spells
Player’s Handbook
touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to
independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you
Equipment
As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC
15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.
Equipment
, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the
creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Spells
Player’s Handbook
settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.
Choose three of the following facts
, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
Monsters
Monster Manual
Pack Tactics. The rat has Advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
condition.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 feet. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Monsters
Monster Manual
Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
Monsters
Monster Manual
Pack Tactics. The hawk has Advantage on an attack roll against a creature if at least one of the hawk’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
Monsters
Monster Manual
Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally doesn’t have the
Monsters
Monster Manual
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Spells
Player’s Handbook
spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.
than you, and it can’t willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, if you cast a
Monsters
Monster Manual
Pack Tactics. The warrior has Advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally doesn’t have the
Monsters
Monster Manual
Throw: DC 13, one creature the banshee can see within 60 feet that can see the banshee. Failure: The target has the Frightened condition until the start of the banshee’s next turn. Success: The
Detect Life. The banshee magically senses the direction of creatures up to 1 mile away that aren’t Constructs or Undead.
Incorporeal Movement. The banshee can move through other creatures and
Spells
Player’s Handbook
creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
(Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.
Whispering Aura (Mind Flayer Only). At the start of each of the spirit’s turns, the spirit
Monsters
Monster Manual
against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.Nimble Escape. The goblin takes the Disengage or Hide action.
Magic Items
Dungeon Master’s Guide
While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a
Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn’t have to be in a straight line.
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
appearing within 5 feet of the gem.
The gem is a Tiny object that has AC 20; HP 50; and Immunity to Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but
Monsters
Monster Manual
DC 14):
At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft1/Day Each: Entangle, Pass without TraceTree Stride. If within 5 feet of a
a language.Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster.
Vine Lash. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
Monsters
Monster Manual
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Monsters
Monster Manual
feet. Failure: 31 (7d8);{"diceNotation":"7d8", "rollType":"damage", "rollAction":"Poisonous Spittle", "rollDamageType":"Poison"} Poison damage, and the target has the Blinded condition until the start
Celestial Restoration. If the naga dies, it returns to life in 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Celestial Restoration"} days and regains all its Hit Points unless Dispel
Equipment
have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is
hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Monsters
Monster Manual
Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally doesn’t have the
Monsters
Monster Manual
Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin’s allies is within 5 feet of the creature and the ally doesn’t have the
Monsters
Monster Manual
Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally doesn’t have the






