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Returning 35 results for 'monsters spell with over advanced from for look'.
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Spells
Player’s Handbook
area, it takes 2d4 Piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must
take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
Spells
Player’s Handbook
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear
heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up
Spells
Player’s Handbook
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some
difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
Spells
Player’s Handbook
what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of
spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing
Classes
Player’s Handbook
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Features table. See the multiclassing rules to determine your available spell slots.
Wizard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Spells
Player’s Handbook
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some
appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can
Classes
Player’s Handbook
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Ranger Features
Magic Items
Dungeon Master’s Guide
magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature
maximum of 24. You can’t gain this benefit from the book more than once.
Enlightened Magic. After you spend the requisite amount of time reading and studying the book, any spell slot you expend to
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
Eberron: Forge of the Artificer
with kuo-toa, sahuagin, and other monsters of the deep.</p>
Lightning, ThunderJump (2/Day). The scion casts Jump, requiring no spell components and using the same spellcasting ability as Spellcasting.
one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At Will: Elementalism, Gust of Wind, ThunderwaveFeather Fall (2/Day). The scion casts Feather Fall in
Flumph
Legacy
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Monsters
Monster Manual (2014)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Prone
"} acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Stench Spray (1/Day). Each creature in a 15
Monsters
Mythic Odysseys of Theros
legendary hydra Polukranos.
Territorial Terrors. During their early years, hydras feed their rapid growth by terrorizing the land. When they grow large enough, they look for a territory to claim as
their own. Often, they steal lairs from other monsters in prolonged, devastating battles.
Vicious Growth. Soon after a hydra claims a territory, it typically buries itself, entering a period of
Druid
Legacy
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Monsters
Basic Rules (2014)
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
Backgrounds
Strixhaven: A Curriculum of Chaos
and necromancy. Brewing strange concoctions with medicinal properties, exploring the anatomies of monsters, and cataloging swamp flora are the kinds of studies you might pursue at Witherbloom College
addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Monsters
Dragonlance: Shadow of the Dragon Queen
illusion to look and feel like that creature while retaining the draconian’s game statistics (other than its size). This transformation lasts until the draconian dies or uses a bonus action to end
killed, their crumbling bodies mimic the form of their killers and shriek in agony.
Draconians
Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a
Monsters
Fizban's Treasury of Dragons
magically transform itself to look and feel like that creature while retaining its game statistics (other than its size). This transformation lasts until the draconian dies or uses an action to end it.The
flames, scorching everything around them.
On the world of Krynn, draconian dreadnoughts formed from silver dragon eggs are called sivak draconians.
Draconians
Draconians are bipedal monsters born
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
Spelljammer: Adventures in Space
Advanced Telepathy. Flapjack can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Prone
on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Stench Spray (1/Day). Each creature in a 15-foot cone
Monsters
The Wild Beyond the Witchlight
the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the tin soldier remains motionless, it is indistinguishable from a normal suit of armor.Multiattack. The tin soldier
","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.These automatons are fashioned to look like stout infantry soldiers, and they obey Skabatha without question
Backgrounds
Guildmasters’ Guide to Ravnica
perform them with panache and make them look easy. The wild applause, the screams of the crowds, the mayhem and terror spreading into the streets — this is what you live for.
You’re also
standard circus-style acrobatics with fire, wrought-iron spikes and hooks, and monsters. You can roll a d8 or choose from the options in the Performance Options table to determine your preferred
Green Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
’s spell list but must share the spell slots among themselves:
1st level (4 slots): identify, ray of sickness
2nd level (3 slots): hold person, locate object
3rd level (3 slots): bestow curse
Green Hag
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by
Monsters
Strixhaven: A Curriculum of Chaos
Multiattack. The professor makes two Radiant Strike attacks. The professor can replace one of the attacks with a use of Spellcasting.
Radiant Strike. Melee or Ranged Spell Attack: +7;{"diceNotation
casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: dancing lights, friends
2/day each: bless, command
Monsters
Spelljammer: Adventures in Space
":"piercing"} piercing damage.
Spellcasting (Psionics). The dohwar casts the following spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 11):
3/day
: detect thoughtsDohwars are short, pudgy, flightless avians that look and move like penguins. Dohwars migrate from the Feywild to Wildspace, where they are typically encountered. They conduct their
Spike Growth
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast
must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Monsters
Icewind Dale: Rime of the Frostmaiden
abilities to manipulate and harm other creatures.
Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods.
Though magen look
":"psychic"} psychic damage.
Suggestion. The magen casts the suggestion spell (save DC 12), requiring no material components. The target must be a creature that the magen can communicate with
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
Infernal Machine Rebuild
his thessalars homunculus. If the mending spell is cast on it, the homunculus regains 2d6;{"diceNotation":"2d6","rollType":"heal","rollAction":"Alchemical Homunculus"} hit points.
Healing
spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following
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
Waterdeep: Dragon Heist
Special Equipment. Victoro wears a ring of protection and glamoured studded leather disguised to look like fine clothing. He carries a rod of rulership shaped like a ruby-tipped cane.
Fey Ancestry
. Victoro has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Victoro is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15
Sea Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
wizard’s spell list but must share the spell slots among themselves:
1st level (4 slots): identify, ray of sickness
2nd level (3 slots): hold person, locate object
3rd level (3 slots): bestow
is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 13, and the spell attack bonus is +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Classes
Tasha’s Cauldron of Everything
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Hallucinatory Terrain
Legacy
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Spells
Basic Rules (2014)
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or
. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.






