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Returning 35 results for 'monsters spell with only arts from for led'.
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Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Both the space it leaves and its destination must be in dim light or darkness.
Spellcasting. The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save
monsters, both to conceal their identities and to strike fear into their foes.
An iron shadow is usually recruited from the ranks of the Feywild’s hobgoblin armies or from among the hobgoblins who
Monsters
Dragon of Icespire Peak
(spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand
-Level Spell Slot). The gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction
Backgrounds
Forgotten Realms: Heroes of Faerûn
house, whether that means securing trade roads for a merchant-lord of Waterdeep or vanquishing monsters upriver of Daggerford. You’ve trained in the arts of swordplay and statecraft and are as deft with a blade as you are with a quill.
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"piercing"} piercing damage.The Elk King is Jarund Elkhardt, a terse yet thoughtful giant of a man who is nearly fifty years old—ancient by tribal standards. He has led the Elk Tribe for over half
his life, and age has made him cautious. He has seen other kings and queens rise and fall, has made war with friends and peace with his enemies, and has led warriors he knew as babes to their deaths
Monsters
Baldur’s Gate: Descent into Avernus
":"bludgeoning"} bludgeoning damage.
Claws of the Grave. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit, range 90 ft., one target. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3","rollType
":"damage","rollDamageType":"necrotic"} necrotic damage.Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of Myrkul study rituals
Monsters
Waterdeep: Dungeon of the Mad Mage
Fey Ancestry. Drivvin has advantage on saving throws against being charmed, and magic can't put him to sleep.
Innate Spellcasting. Drivvin's innate spellcasting ability is Charisma (spell save DC 15
on saving throws against spells and other magical effects.
Spellcasting. Drivvin is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9
Monsters
Waterdeep: Dragon Heist
Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Vertrand can cast disguise self and invisibility at will and has the following
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body
out across the world.
Numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, some forest-dwelling peoples capture girallons and train them to serve as sentinels
Monsters
Waterdeep: Dungeon of the Mad Mage
a spell). Any equipment he wears or carries is invisible with him.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings
is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks
Monsters
Waterdeep: Dungeon of the Mad Mage
spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The Left Hand of Manshoon can cast disguise
usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. Berlain has advantage on saving throws against spells and other magical effects.
Spellcasting. Berlain is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell
save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Berlain can cast disguise self and invisibility at will and has the following
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Zox can cast disguise self and invisibility at will and has the following
arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Melissara can cast disguise self and invisibility at will and has the following
the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Tomb of Annihilation
Magic Resistance. Syndra has advantage on saving throws against spells and other magical effects.
Spellcasting. Syndra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell
save DC 17, +9;{"diceNotation":"1d20+9","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Syndra can cast disguise self and invisibility at will and has the following wizard
Monsters
Baldur’s Gate: Descent into Avernus
Spellcasting. The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit with spell attacks). It has
":"damage","rollDamageType":"necrotic"} necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher’s next turn.
Ray of Sickness (1st-Level Spell
Monsters
The Book of Many Things
", "rollDamageType":"bludgeoning"} bludgeoning damage plus 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Blight Staff", "rollDamageType":"necrotic"} necrotic damage.
Plague Bolt. Ranged Spell
Attack: +10;{"diceNotation":"1d20+10", "rollType":"spell", "rollAction":"Plague Bolt"} to hit, range 120 ft., one target. Hit: 23 (4d8 + 5);{"diceNotation":"4d8+5", "rollType":"damage", "rollAction
Monsters
Waterdeep: Dungeon of the Mad Mage
Intelligence (spell save DC 19, +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has
, stoneskin and mage armor spells on itself before combat.Staff of Power. He wields a staff of power, with 20 charges, that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His
Monsters
Out of the Abyss
drow to sleep.
Innate Spellcasting. Vizeran's innate spellcasting ability is Charisma (spell save DC 12). He can innately cast the following spells, requiring no material components:
At will: dancing
lights
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. Vizeran is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20
Monsters
Keys from the Golden Vault
Magic Resistance. The simulacrum has advantage on saving throws against spells and other magical effects.
Simulacrum. The simulacrum can’t regain expended spell slots or use the properties of
Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The simulacrum can cast disguise self and invisibility at will and has
Monsters
Icewind Dale: Rime of the Frostmaiden
Spellcasting. Mjenir is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell
.
Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.
Monsters
Vecna: Eve of Ruin
, reach 10 ft., one creature casting a spell of 3rd level or lower. Hit: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Antimagic Swipe", "rollDamageType":"force"} force damage
, and the target must succeed on a DC 15 Intelligence saving throw or the spell fails and has no effect.
“Even the animals in the Mournland are warped by magic. You should see the bears&mdash
Monsters
Quests from the Infinite Staircase
. Melee or Ranged Spell Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Chaos Blast"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6
condition. On a successful save, the creature takes half as much damage only.
Spellcasting. The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11):
At
Monsters
Baldur’s Gate: Descent into Avernus
Grave Magic. When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.
Spellcasting. The master of souls is a 5th-level spellcaster. Its spellcasting
ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following wizard spells prepared
Monsters
Mythic Odysseys of Theros
":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Spell Turning. The
sentinel has advantage on saving throws against any spell that targets only the sentinel (not an area). If the sentinel’s saving throw succeeds and the spell is of 4th level or lower, the spell has
Monsters
Dragonlance: Shadow of the Dragon Queen
", "rollType":"damage", "rollAction":"Trident", "rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Lightning Discharge. Ranged Spell Attack: +4;{"diceNotation
":"1d20+4", "rollType":"spell", "rollAction":"Lightning Discharge"} to hit, range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Lightning Discharge
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Trident", "rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Necrotic Ray. Ranged Spell Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit
.
Spellcasting. The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):
1/day each: enlarge/reduce, invisibility
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused
by the spell and to succeed on the required saving throw.Multiattack. The hobgoblin makes two Quarterstaff or Devastating Bolt attacks.
Quarterstaff. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
Monsters
Storm King's Thunder
, 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
;sticks of wood held by humans” for the rest of its life. A lucky, healthy tressym can live to be 20 years old.
With the DM’s permission, a person who casts the find familiar spell can choose to conjure a tressym instead of a normal cat.Poison
Monsters
Strixhaven: A Curriculum of Chaos
creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the titan dies, or the pact is broken by a wish spell.
The titan chooses one spell from the
necromancy or enchantment school that is 8th level or lower. The bound creature can cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it
Monsters
Vecna: Eve of Ruin
spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22):
At will: Animate Dead (as an action), Detect Magic, Dispel Magic, Fly, Lightning Bolt
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will.
Turn-by
wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like.
The timepiece is of no use for reaching locations that are
Monsters
Icewind Dale: Rime of the Frostmaiden
Spellcasting. Dzaan is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
Monsters
Vecna: Eve of Ruin
.
Spellcasting. Miska casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: Disguise Self, Invisibility, Mage Hand
":"psychic"} psychic damage.
Skitter. Miska moves up to his speed without provoking opportunity attack;opportunity attacks.
Cast a Spell (Costs 2 Actions). Miska uses Spellcasting.Miska the Wolf






