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Returning 35 results for 'monsters sight with only are fiend for long'.
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monsters sigil with only are fiend for long
monsters sought with only are fiend for long
Magic Items
Dungeon Master’s Guide
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Spells
Player’s Handbook
), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
Spells
Player’s Handbook
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10
feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
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
Spells
Player’s Handbook
. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is
.
Fiendish Spirit
Large Fiend, Neutral
AC 12 + the spell’s level
HP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6
Speed 40 ft.; Climb 40 ft
Magic Items
Dungeon Master’s Guide
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the
Magic Items
Dungeon Master’s Guide
enmity is overt. The character should experience the devil’s malevolent efforts on multiple occasions. Seeking out the fiend shouldn’t be a simple task, and the adventurer should clash with
your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters
Backgrounds
Forgotten Realms: Heroes of Faerûn
desert are anathema to spellcasters and monsters that rely on magic—which is exactly why you made your life there. Perhaps you’re on the run from Red Wizards, or you ran afoul of a
powerful djinni in Calimshan. Whatever the case, you decided that living in Anauroch was your best option. After long months or years, you’re stronger, wiser, and armed with hard-earned knowledge of desert medicine and wasteland survival.
Merregon
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Monsters
Mordenkainen’s Tome of Foes
Devil's Sight. Magical darkness doesn't impede the merregon's darkvision.
Magic Resistance. The merregon has advantage on saving throws against spells and other magical effects.Multiattack. The
merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks.
Halberd. Melee Weapon Attack: +6;{"diceNotation
Incubus
Legacy
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Monsters
Basic Rules (2014)
an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. The fiend magically
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
Succubus
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Monsters
Basic Rules (2014)
an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. The fiend magically
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
Monsters
Mythic Odysseys of Theros
Keen Sight. The raptor has advantage on Wisdom (Perception) checks that rely on sight.
Recorded Mimicry. The raptor can mimic any sound, including voices, it has heard in the last 24 hours. A
sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep.
VARIANT: ANVILWROUGHT RAPTOR FAMILIAR
Some anvilwrought raptors are
Shield of Far Sight
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Magic Items
Volo's Guide to Monsters
A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield
. The shield becomes a magic item once the eye is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of
Spells
Elemental Evil Player's Companion
You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell
ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the merregon’s darkvision.
Magic Resistance. The merregon has advantage on saving throws against spells and other magical
"} piercing damage.Loyal Bodyguard. When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.The souls of fallen soldiers, mercenaries, and
Monsters
Vecna: Eve of Ruin
Magic Resistance. The blazebear has advantage on saving throws against spells and other magical effects.
Mist Sight. The blazebear can see normally through heavily obscured areas created by mist or
;terrifying!”
—Clank, Warforged Merchant from Sharn
On the world of Eberron, many strange, magic-warped monsters have emerged from the depths of the war-wracked Mournland. The blazebear is
Magic Items
Baldur’s Gate: Descent into Avernus
The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth’s evil has warped the
resistance to fire damage.
Sentience. The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:
The shield has an
Summon Fiend
Legacy
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Spells
Tasha’s Cauldron of Everything
one.
Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical
, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends
Monsters
Storm King's Thunder
Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym’s sight.
Keen Smell. The tressym has advantage on Wisdom (Perception) checks
, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs
Monsters
Mythic Odysseys of Theros
(Recharges after a Short or Long Rest). The shepherd pulls twisted souls from the Underworld; 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Herd the Underworld"} shadow;shadows (without
destroyed. They disappear when the shepherd dies.A nightmare shepherd is a gaunt, ashen fiend with leathery wings. It carries a shepherd’s crook, which it uses to direct a flock of wandering
Monsters
Dragonlance: Shadow of the Dragon Queen
a cloak or robe, and baaz draconians disguise themselves to spy for the Dragon Armies. The sight of dragons drives baaz draconians into a deadly furor. When baaz draconians die, their bodies turn to
stone and unleash clouds of petrifying gas that turn their corpses and any nearby creatures into stone.
Draconians
Draconians are bipedal monsters born from metallic dragon eggs that have been
Monsters
Tomb of Annihilation
damage when used with two hands. If the target is a fiend or an undead, it takes an extra 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Holy Avenger","rollDamageType":"radiant
"} radiant damage.
Sense Alignment. Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect.
Fraz-Urb'luu
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Monsters
Out of the Abyss
Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and fiend alike—to do his will. Fraz-Urb’luu can create
that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
monstrous creatures that live in the frozen wastes, thanoi are adept hunters. In addition to their tusks, they use harpoons on long ropes that they can quickly reel back. Groups of thanoi hunters work
together to take down monsters far larger than themselves, including remorhaz;remorhazes and white dragons.Cold
Wall of Thorns
Legacy
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Spells
Basic Rules (2014)
60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature
Species
Mordenkainen Presents: Monsters of the Multiverse
lurking just out of sight, and many of them have sneaked away from that god’s influence.
They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago
Spined Devil
Legacy
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Monsters
Monster Manual (2014)
Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Flyby. The devil doesn’t provoke an opportunity attack when it flies out of an enemy’s reach
.
Limited Spines. The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.
Magic Resistance. The devil has advantage on saving throws against spells and other
Monsters
Quests from the Infinite Staircase
indefinitely so long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, PiercingNimble Escape. The vegepygmy takes the Disengage or Hide action.
Monsters
Quests from the Infinite Staircase
long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, Piercing
Djinni
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Monsters
Basic Rules (2014)
within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18
loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.Lightning, Thunder
Magic Items
Mythic Odysseys of Theros
While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn’t behind total cover
.
Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored
Imp (Familiar Variant)
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Monsters
Monster Manual (2014)
form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight
serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other
Monsters
The Wild Beyond the Witchlight
Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType
with these weapons. In addition, they can attack a target as far away as their weapons’ maximum range without needing to apply the usual penalty for attacking at long range. After a sniper makes
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3
a fiend, you use the maximum possible result instead of rolling.
Ensnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell
Monsters
Strixhaven: A Curriculum of Chaos
Legendary Resistance (3/Day). If the titan fails a saving throw, it can choose to succeed instead.
Pact of Suffering. Using a 10-minute long ritual, the titan can forge a magical bond with a willing
creature’s concentration on a spell. Once the bound creature casts the spell in this way, it can’t do so again until it finishes a long rest.Multiattack. The titan makes two Agonizing Burst






